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togamario

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Everything posted by togamario

  1. Wait Sim Lite Tired of immediate gratification from your games? Wait Simulator has everything you need to draw out every ounce of fun from your device. Set it, but don't forget it! (SPOILER ALERT) That's how you lose the game. "enjoyed the '1 week' and '1 month' IAPs" - planetl0rd626 "why are there ear-piercing notifications every morning at 4 AM that i can't shut off?" - sleepeebear1984 "Definitely the best use of your life." - abelinkin "This generation's 'The Wall'." - RollingSt0n3d
  2. I had to check behind me to make sure audiodane hasn't been watching us the whole time :)
  3. A lot of the narrative is spoken by Ace (or the relevant character), so the narrative appears over his head. In the case of a narrator (or lack of any characters), it is center-screen fixed. This is something we're still feeling out in terms of design. We have a settings for message timeouts ... that has been woefully neglected during interactions setup, unfortunately. I think this will become automated in the future to ensure we get around the human factor of laziness ;)
  4. I suspect we'll be wrapping up a load of bug fixes for the demo very soon and updating the demo with those fixes. 1.) We don't currently have a baseline for performance. The requirement for profiling and hardware testing and simulation is quickly approaching, however, and we can give a better indicator of minimums then. 2.) Resolution has been an on-going battle and we're looking into solutions for that (not just for PC/Mac/Linux, but also mobile) 3.) Suggestions noted! Thanks! Thanks for the thorough list! As for the save, I think it was "Shift-S" instead of "Ctrl-S"? Try that, but it's not likely to work any better even if it appears to be. I've had to completely overhaul the game's state management in the last few days due to a phantom lack of persistence (the entire point of state management.) The new solution is not only reliable, it's also compatible with mobile platforms ... something we didn't have with this release. All awesome suggestions! Noted and thanks!
  5. I'm the Lead Engineer and this is my second job ;) By far the one I put the most hourage into (probably 60 hours or more a week.) We're not sitting on yachts (yet), lol. I've become intimately familiar with 5 sq. ft. of my home over the last few months and will surely know all its secrets after a few more months.
  6. It has become apparent that it's not easy to tell that the last crate in the puzzle is a hindrance. I will suggest to the team that we make such obstacles more apparent in the game's feedback during interactions.
  7. That is a great suggestion. I'll run it by the management :) Thanks! Also, I've recorded all your bugs and cross-referenced with what we have already. Much appreciated.
  8. First one fixed in the developer build and I'm working on the other one. Thanks!
  9. Going to have to agree with that recommendation. I'll run it up the chain of command. Or should you? :) I don't want to step on toes. I just happen to have access to the Space Pope on speed-dial.
  10. Another bug, actually. We initially only had the door and no keycard reader interaction area. The events for the keycard reader / using the keycard are actually on the door right now instead of the keycard reader ... bug logged. You should be able to use the keycard on the door itself after you moved the last crate (in front of the door), though.
  11. We're actually aware of a lot of the bugs, but this release is more of a "let's show the backers part of what we have and get as much feedback as possible to affect future decisions and priorities". Any new bugs people happen to discover are nice to know about, however. After all, isn't any software release "bug-finding crowd-sourcing"? ;)
  12. I was aware of it, but hadn't had a chance to take a look yet :) Good job, Troels, lol.
  13. Noted and fixed (not in the current build, but the next will surely have it.) Thank you!
  14. @MusicallyInspired - Thank you very much for the thorough review!! As developers it is sometimes difficult to go through sequences in a game as a true player would and your insight has been a very big help. I've recorded notes from all of your interactions. Thank you, again!
  15. Thanks for the feedback, Matthew! I can confirm that inventory combination is a capability right now and an intended portion of the demo. It can happen during any scene where you can access your inventory. So don't be sad!
  16. I appreciate everyone's honesty in the feedback and (especially) the bug reporting and discussions there as well. After having developed a robust system for handling the game requirements, there are still a lot of things that need tweaking and we are all looking at the feedback to help figure priorities. Thanks, guys!
  17. If there were more feedback during the swiping action (real-time graphic updating, for instance the airlock's first sequences rotating as you drag until it's in the right position) would that be any better for play-feedback and gameplay in general? Or would you prefer having something less on rails, like the airlock's dials having two different "security" settings and you have a little clue (maybe a vague drawing uploaded to you on Ace's PDA) for how to open it? I don't represent an agent of change, but I'm just curious.
  18. I wanted to note that there is a known issue with the work bench persisting it's state from when you first see it (and interact with objects), and when you come back. Eerything -should- be where you left it, however the bug is preventing this. We've logged it and are working to correct that.
  19. Also, if you could take a screenshot of any error messages you receive, that would be helpful as well. Detailed information on what process you followed to produce the crash/bug is appreciated so we can try to reproduce things on our end. Thanks!
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