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Messages - Aeronic

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A Valley Without Wind 1 & 2 / Re: Happy ThanksGiving! :)
« on: November 24, 2011, 05:46:05 PM »
Us Canadians already had ours.. back in October :P Have a good holiday everyone in the USA!

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A Valley Without Wind 1 & 2 / My thoughts on the Tutorials (thus far)
« on: November 03, 2011, 10:19:18 PM »
Anytime the game updates, I always start a "v05xx test" map. I've been watching the Tutorial grow with each update and the v0.537 patch really plumped the tut. quite a bit. I think it's shaping up quite nicely.

My main reason for starting this thread is because I want to give a place for feedback on the tutorials. I figure something as important as how the game should be introduced to a new player should be discussed and ideas thrown around (and general praise to the devs for making it work!)

For my praise/suggestions:

I think that the tutorial is rather descriptive without being too wordy. I remember reading some of the memory crystals back in early October, and swiftly closing the window due to massive amounts of small text.. and I was worried that the tutorial would be plagued by the same. I have however been joyfully surprised on how the use of dead NPC's act as examples to hint towards things you shouldn't do/should watch out for. That's a very good way to give the player a nudge in the right direction without outright telling them what to do (figuring it out on your own is far more fun then reading how to do it point blank!) and it does all this with usually 1 sentence.

For a suggestion; Once memory stations make it back into the game, you should be able to find a coffer in the building that's in the tutorial right now, that has a memory crystal by a dead NPC (perhaps when you go to see what happened to the NPC that was trapped in the collapsed room, it could have belonged to them) that could explain what the hell happened to space and time to make things the way they are (I know that the player could probably just watch the title screen story, but maybe it'd be nice to get into a bit more detail if they choose to read it?)

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I started a new world when I bought my license key back in early October called "License Key GET!" (I'm frightfully imaginative) and I've been working on it through the numerous updates. Right now, I'm at level 114 and heading to take out the overlord Amunikuna (who resides in a level 120 region). He's built his tower in an Abandoned Small Town, so I plan to raid all of the buildings on the way for EXP Containers and possible bosses.

There is also an Underground Cave, so I will be going down there to take on the various Shadow Bats and Faeries (oh man I hope no Faeries). I haven't really been working on expanding my settlement morale (my spawn settlement is called "Armageddin're") so I don't have many survivors collected. They don't need those farms; They have the Iliari stones to keep them going, so I'm not going to spend time on settlement management until I can work towards training guards.

After I've eradicated Amunikuna, I'm going to go raid every desert region and pile up on Yellow Con. Orbs and then scout like a rhino with a facial tick running on ball bearings; out of control with lots of clicking.

4
 music is great. I'm fond of the "urbanmix" tunes myself. I'm curious.. what you use to produce the music with pablo?

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AVWW Mods & Maps / [MAP] Boss Room: Collosseum
« on: October 25, 2011, 03:59:18 AM »
I've made another boss map, pretty simple in layout, but I wanted to try out the new sky and water/lava choices on the MapMaker. I figured columns are pretty blocky anyways.. so it shouldn't look to ugly with the tiles clashing. I figured making a liquid border around the map was worth going for (it looks really awesome when the sky is dark and it's lava!)

It should be fine for any boss battle (an Amoeba will punch holes in the various platforms floating around.. be careful!).

Toss into AVWW\RuntimeData\Logic\RoomMaps\GeneralBossRoom to use. Enjoy!

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A Valley Without Wind 1 & 2 / Re: Is this game really beta?
« on: October 21, 2011, 10:40:59 AM »
This is part of why we always do a big demo, is so that people can judge for themselves rather than having to guess.

Indeed, this was the reason I decided to buy a key. The demo was enough to let me try out the game and a few features, but limited enough to keep me wanting more. Plus, letting demo users get the beta updates was what made me think "Arcen is a really awesome company, I must throw my money at them."

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A Valley Without Wind 1 & 2 / Re: Throw rock is overpowered?
« on: October 21, 2011, 12:17:19 AM »
I use Ball lighting on Left click, and Energy Pulse on right, with mana pots on middle click in case I don't want to wait longer after an auto-regen. It's very easy to swap between the two spells rapidly and hit weak spots for massive damage.

It's a bit heavy on mana useage, but that's why stash rooms exist!

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Glad you like the ladder bridge idea.

You can just credit me with Aeronic, thanks.

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AVWW Mods & Maps / [MAP] Boss Room: Midsized room with a Ladder Bridge
« on: October 18, 2011, 12:12:43 AM »
This is my first map, so pardon for noobish design (I however think it's fun for Amoebas). It's a decently sized boss room that has a thin ladder bridge near the top for epic air battles!

To use, put it in your AVWW\RuntimeData\Logic\RoomMaps\GeneralBossRoom folder.

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A Valley Without Wind 1 & 2 / feedback: Playing as a Robot
« on: October 08, 2011, 11:06:56 AM »
Hello,

I've been playing as a robot for quite a while now, and I've noticed a few things (probably already pointed out, but I'd like to give some suggestions)

First off is the obvious size difference. Most levels are generated for humans, and thus the robots have a tough time fitting into certain paths (Underground caves are the biggest offender for this). I'm wondering if this was an intentional balance choice, since Robots don't get affected by cold/heat? I've used Bat scrolls to get out of those situations but I don't think I should be forced to as it makes it tedious and forces me to keep the bat scrolls on an active slot. Maybe the bots can crouch when near a tight space, or maybe double tap down to make then crouch to human height and double tap up to get them back to standard height?

The other issue is that using a bat scroll while a robot you are more likely to get stuck in a ceiling when turning back, especially when in the Underground caves where things are cramped or jutting out (which is where you need it the most :P).

Hope this feedback helps (great game by the way.. I'm totally hooked!)

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