1 (edited by Stroganoff 2007-12-25 23:28:02)

Topic: Not so obvious requests

Kudos! This game made me awe instantly. I'm a big fan of Quake and Liero and played them for years. TeeWars has accelerated graphics, netplay and has broken the barriers of the tight "worm" concept in terms of movement, weapons and graphics.

My thoughts:

#1
Increase the FOV (slightly) plus 10 or 20 percent.

#2
You should decrease the maximus distance between player and cursor. Make it the same as the rope length. Perhaps increase the rope length just a bit and meet in between. This way the cursor wouldn't get "out of sight" so easily in respectively after fury battle or movement. I think this could be done without breaking the dynamic camera feature.

#3 (not sure about this yet)
Decrease the strenght of the rope (shoot and pull) so it would it would be more relaxed to handle yourself. This wouldn't decrease the pace of the game IMHO but it would give the players more control i.e. make it easier to bring the pace to its full potential. Might not be easy to get it right so please try often. smile

#4
Use the keys W and S to move the rope in and out of the gun while holding the right mouse button. Imagine hanging from the ceiling and pulling yourself up and down. (as seen in Liero)

#5
Please add gamepad support. The 4-way-pad would be ideal for walking and tilting the gun. Joystick users might want to use different keys for walking and use the joystick for aiming alone so make it all customizable. Gamepad users might be disadvantaged because they cant tilt their gun as fast we can do. But some people just can't handle WASD/Mouse - it has something to do with their fingers. Plus it gamepads would be better for party mode (see below). An optional server cvar and browser filter enforcing gamepads is thinkable so gamepad users can play against each other / keep to themselves.

#6
Add split screen support for up to four players.

#7
Create at least one dedicated (small) 1on1 map.

#8
Add death count and dealt damage to scoreboard.

#9
Enlarge the display of the ammo count so one would not run out of ammo so unexpectedly. You might want to change the location away from the health bar. Add an highlighting shader to the ammo display if your on your last bullets and/or add an option to issue a subtle warning sound when the player is on the last bullet of his current gun.

#10
Now it's getting stupid as I'm sure you're already going to but nevertheless: optimize the netcode in terms of movement prediction and such. Close combat with the shotgun at high velocity is currently not extremely pleasing with your average ping of 80ms.



I think those issues are more important than the obvious feature requests like guns, maps and game modes. First get the core right before building your world around it. Please comment on my suggestions, I will check back for it (after playing more hours of this great game).

http://www.abload.de/img/hypnotoad5ufi70.gif

ALL GLORY TO THE TEEWARS DEV TEAM!!

2

Re: Not so obvious requests

I second this.

3

Re: Not so obvious requests

Agree with 2, 6 and 10 in the first place. Imho more ammo (9) is a bad idea, but sound warning could be nice.

4

Re: Not so obvious requests

I am sorry for I have written #9 quit mistakable at first. Please read the revised version above.

5

Re: Not so obvious requests

Now it makes a lot of sense ;p. Agree with this too, gr8 idea.

6 (edited by Dreamy 2007-12-26 00:14:50)

Re: Not so obvious requests

Stroganoff wrote:

#2
You should decrease the maximus distance between player and cursor. Make it the same as the rope length. Perhaps increase the rope length just a bit and meet in between. This way the cursor wouldn't get "out of sight" so easily in respectively after fury battle or movement. I think this could be done without breaking the dynamic camera feature.

I don´t think I would like that. Moving the cursor close too the opponent is useful sometimes, and in those instances a limit would be annoying.


Stroganoff wrote:

#3 (not sure about this yet)
Decrease the strenght of the rope (shoot and pull) so it would it would be more relaxed to handle yourself. This wouldn't decrease the pace of the game IMHO but it would give the players more control i.e. make it easier to bring the pace to its full potential. Might not be easy to get it right so please try often. smile

I would like that too, the fast pace makes the hook hard too master in the beginning and it still complicates things sometimes. It is, however, very important that youre still able too dodge bullets by quickly hooking a nearby wall. Maybe a quick surge at the time it hits a wall and then a slightly decreased pull?


Stroganoff wrote:

#4
Use the keys W and S to move the rope in and out of the gun while holding the right mouse button. Imagine hanging from the ceiling and pulling yourself up and down. (as seen in Liero)

Might spoil the elegance of simplicity, 2 more buttons is a high price for just a little more fun in my opinion. Don´t disregard it just cause I said so though, if the dev team sees a way too do this I trust them.


Stroganoff wrote:

#6
Add split screen support for up to four players.

Yea, that would be awesome smile. Tricky with the controls though.


Stroganoff wrote:

#7
Create at least one dedicated (small) 1on1 map.

dm1 works very well for 1on1 I think. Doesn´t work all that well for larger numbers, then it´s total chaos, but for 1on1 it´s real nice.


Stroganoff wrote:

#9
Enlarge the display of the ammo count so one would not run out of ammo so unexpectedly. You might want to change the location away from the health bar. Add an highlighting shader to the ammo display if your on your last bullets and/or add an option to issue a subtle warning sound when the player is on the last bullet of his current gun.

I think it´s meant too be hard too keep track of ammo. The click sound is there too be heard wink. A true gunman keeps track of it in his head (not saying that I´m a true gunman).

7

Re: Not so obvious requests

I agree with dm1 for a 1o1 map. In fact it is THE duel map ... It still works for 2v2 but once you got more than 4 players it turns out really unplayable ...

8 (edited by V34 2019-05-18 00:21:19)

Re: Not so obvious requests

⠀⠀⠀⠀

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Re: Not so obvious requests

#5 I really don't think anybody play Teewars with a gamepad/joystick.

But we want to do it very much… sad

10

Re: Not so obvious requests

I agree with V34. the only thing i like is adding death/damage to the scoreboard.

But things like a split screen ... gamepad etc.... i think there are more necessary things which need to be done smile

11

Re: Not so obvious requests

Stroganoff wrote:

#1
Increase the FOV (slightly) plus 10 or 20 percent.

Any reasoning for this?

Stroganoff wrote:

#2
You should decrease the maximus distance between player and cursor. Make it the same as the rope length. Perhaps increase the rope length just a bit and meet in between. This way the cursor wouldn't get "out of sight" so easily in respectively after fury battle or movement. I think this could be done without breaking the dynamic camera feature.

This is pretty subjective. I think the listed matters do not need change.

Stroganoff wrote:

#3 (not sure about this yet)
Decrease the strenght of the rope (shoot and pull) so it would it would be more relaxed to handle yourself. This wouldn't decrease the pace of the game IMHO but it would give the players more control i.e. make it easier to bring the pace to its full potential. Might not be easy to get it right so please try often. smile

#4
Use the keys W and S to move the rope in and out of the gun while holding the right mouse button. Imagine hanging from the ceiling and pulling yourself up and down. (as seen in Liero)

Well, you can still pull yourself up and down and you can get as much control as you want, you just have to have a lot of skills. If teewars is a skilled game, it shouldn't IMHO make the rope easier. Im short, unnecessary feature.

Stroganoff wrote:

#5
Please add gamepad support. The 4-way-pad would be ideal for walking and tilting the gun. Joystick users might want to use different keys for walking and use the joystick for aiming alone so make it all customizable. Gamepad users might be disadvantaged because they cant tilt their gun as fast we can do. But some people just can't handle WASD/Mouse - it has something to do with their fingers. Plus it gamepads would be better for party mode (see below). An optional server cvar and browser filter enforcing gamepads is thinkable so gamepad users can play against each other / keep to themselves.

Might be something nice to try. :-)

Stroganoff wrote:

#6
Add split screen support for up to four players.

Again, sounds nice. But I think it would be hard to integrate into current teewars netplay model.

Stroganoff wrote:

#7
Create at least one dedicated (small) 1on1 map.

Isn't dm1 small already?

Stroganoff wrote:

#8
Add death count and dealt damage to scoreboard.

Much anticipated from me! I've already discussed this with matricks once. Death count, or better some effectiveness counter (deaths/(deaths + frags)*100%)

Stroganoff wrote:

#9
Enlarge the display of the ammo count so one would not run out of ammo so unexpectedly. You might want to change the location away from the health bar. Add an highlighting shader to the ammo display if your on your last bullets and/or add an option to issue a subtle warning sound when the player is on the last bullet of his current gun.

I would rather suggest having a resizeable and customizable HUD. And I don't like the low ammo warning, players should learn handling the ammo themselves.

Cheers.

The proxy of death / noWai!

12

Re: Not so obvious requests

i love number 6. 4 player splitscreen. and online you can toggle which screen uses the chat.

Pls choose a more appropriate signature // Landil

13

Re: Not so obvious requests

Don't bump old threads, please.

Not Luck, Just Magic.