Tried the demo and heres my feedback

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Blxz
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Thu Sep 06, 2012 3:12 am

toaster Assassin wrote:He tried to use the exact topic name to insult the original topic maker.
Clever. But too subtle for me I guess. :(
p­ie

benpowell987
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Thu Sep 06, 2012 11:36 am

Toaster sir, you've totally vamped up the meaning, What I meant was, I Did the title, for the pure fun of it... :mrgreen:
It's Pi e Day Pi e Day.
Gotta'get down on Pi e day.

lugthor
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Tue Sep 11, 2012 6:26 am

Just an idea for somethings to help with the camera falling off cliffs problem. You might think about having some sort of visual reference for where the camera is currently centered on the ground. For an example of what I'm talking about you can look at a game called "From Dust" made by Ubisoft a while back (probably shouldn't be as prominent as that one tho). the indicator would make it much easier to look around those towns that are on top of hills/ mountains without falling off the sides. Also if there could be a way to temporarily tether the camera to a character until you used the w a s d controls to move off of him, but allowing for rotating and zooming, it would make traveling much easier and smoother.

great job so far I think this game has tons of potential.

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Blxz
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Tue Sep 11, 2012 7:26 am

lugthor wrote: Also if there could be a way to temporarily tether the camera to a character until you used the w a s d controls to move off of him, but allowing for rotating and zooming, it would make traveling much easier and smoother.

Right click the character portrait. How are so many people not discovering it for themselves? It's like a standard control for most squadbased games.

Enjoy your new-found camera control :mrgreen:
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shaydeeadi
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Mon Sep 17, 2012 12:07 am

I would like it if the camera had a slightly increased tethering distance from your characters, both vertically and horizontally. It would make it easier to plan moves and stop the occasional sending them the wrong side of a mountain, since the camera is embedded in one at the time.

Vertical up/down keys would also be nice for the camera and would make it nicer to use, for me at least.

dragyouintohell
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Mon Sep 17, 2012 10:28 am

shaydeeadi wrote:I would like it if the camera had a slightly increased tethering distance from your characters, both vertically and horizontally. It would make it easier to plan moves and stop the occasional sending them the wrong side of a mountain, since the camera is embedded in one at the time.

Vertical up/down keys would also be nice for the camera and would make it nicer to use, for me at least.
I'm pretty sure R and F does that.

shaydeeadi
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Mon Sep 17, 2012 6:55 pm

Nah, R and F rotate up and down on an axis. Not vertically up/down.

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Diruk
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Mon Sep 17, 2012 8:46 pm

Don't make a simple thing a complex thing.
Just use WASD dammit and use the scroll of the mouse to readjust T.T'

My fear is that there will be shortcut key issues if we start to make things complex.
Derp Derp Derpa!

shaydeeadi
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Mon Sep 17, 2012 9:26 pm

I really think it will increase the usability of the camera and doubt it will increase in complexity too much (how about Z and X?) I understand that it is 2 more keys in use when most of the mechanics aren't implemented properly yet, but I am just offering suggestions to try and improve the game. I can use it just fine currently so there is no need to teach me how to suck eggs.

Personally, the tethering range is more of a problem with the camera though and it would be nice to get another 100-odd metres distance with it. I would like the ability to scan the whole map but beggars can't be choosers.

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Diruk
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Mon Sep 17, 2012 11:21 pm

shaydeeadi wrote:Personally, the tethering range is more of a problem with the camera though and it would be nice to get another 100-odd metres distance with it.
I support that idea, have spent many game moments just edging at the borders while I fast fast forwarded.
I wasn't trying to dweebify you :P , just felt like the camera is pretty good as it is concerning movement.
Derp Derp Derpa!

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