P.U.R.E. 0.55 - Page 33

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: P.U.R.E. 0.55

Post by Erom »

Alright, Argh. You're getting close to that point again where we're going to cut you off from announcing any more new features until we get some glamor shots. :wink:
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clericvash
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Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

Hah yeah some shots of more new stuff would be great.

I want to play a new version :)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: P.U.R.E. 0.55

Post by AF »

How are we supposed to anlyze it in terms usability and offer suggestions before its too late and you have a huge workload to fix it?
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: P.U.R.E. 0.55

Post by manored »

Gave a look at this game and didnt liked it much, but thats my problem :) Anyway I think shooting ranges are too big, you either need new (and huge) map for the mod or to cut ranges down... sorry if someone already said this, too lazy to read 30 pages :)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: P.U.R.E. 0.55

Post by rattle »

clericvash wrote:
Otherside wrote:yeh argh gets to much shit from people

hes put alot of work into PURE and its looking amazing

cant wait for the next release
here here
ImageImage
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AF
AI Developer
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Re: P.U.R.E. 0.55

Post by AF »

Rattle gets a cookie!
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Argh
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Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

All unit sounds for Overmind and Resistance are done, at least for now. Yay, that's one big area that needed doing. Overmind's sounds are going to be one of those things you either love or hate- they fit the backstory, and they're less generic than before, but they're definitely different.

And AF, I will show off the UI when I decide how much information I want to present, and how. I have it working now, and it's pretty, but I'm not happy with the information displayed- I thought it would be sufficient, but after playtesting a bit, it's clearly not, so I'll have to hack it out again later this week. I'm trying to show as few numbers as possible, basically, so I'm going to work on some visual indicators.

I've also done a color masked overlay for the Tooltip display, but I'm also fairly grumpy about that, and I think that it might be better in the long run to write a custom Tooltip display element.

Moreover, I have to make some final gameplay decisions that effect both of these areas of the UI. Standard button display stuff is already done, and works- different units use different graphics for buttons, etc., so this is all just going to have to evolve for a few days.
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clericvash
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Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

Well just don't take too long, people lose interest pretty quickly.

I also agree with the guy that said ranges are too big, the sniper has a massive range...

And LMAO @ RATTLE good one :D
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Argh
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Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

It's not that the ranges are "too long", it's that you guys need to zoom out... it makes a lot more sense then.
manored
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Joined: 15 Nov 2006, 00:37

Re: P.U.R.E. 0.55

Post by manored »

Argh wrote:It's not that the ranges are "too long", it's that you guys need to zoom out... it makes a lot more sense then.
the maps we have are not big enough...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

What maps are you playing? I haven't had any problems with map size, unless you're playing on something uber-tiny, like Darkside Remake. It's not like Snipers, who have a range of only 900, can shoot across the entire board, or whatever.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: P.U.R.E. 0.55

Post by FLOZi »

Heh, snipers in S44 have a range of 1750. And arty is way more...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Yeah, I know I'm not alone in this... hence why I'm a bit confused about this issue. Meh, I'm not changing it anyhow... I just thought it was a weird thing to complain about.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: P.U.R.E. 0.55

Post by FLOZi »

I've been playing a lot of CnC:Tib Sun with Spiked recently and the fact that units can only see and fire 5 feet in front of them really pisses me off tbh.
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Argh
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Re: P.U.R.E. 0.55

Post by Argh »

Image
The Resistance Light Defense Turret. Model and paint by me.

Now, onto the MegaConstructor...
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SwiftSpear
Classic Community Lead
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Re: P.U.R.E. 0.55

Post by SwiftSpear »

With extra vents and 120mm fans for extreme overclocking performance!
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Argh
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Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Cool screens of the moment...

Image
In-game, porc'ing hardcore...

Image
You've gotta see these in-game to understand why I keep snapping shots, tbh. Wrote new FX stuff for them and ... other stuff. With this one, it was mainly just about efficiency, I doubt if anybody can see a real difference between that and the last shots.

Next test run, I'll do DSD or some other, prettier map... meh, hopefully with the MegaConstructor to show off... finished sketching it, must go to bed now...
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clericvash
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Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

OH MY GOD
this just keeps looking more and more fricken awesome
and in a week or two i will have a much better pc (amd x2 5000+) so i will be able to give it a proper go :D

Thank you for all your hard work!!
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: P.U.R.E. 0.55

Post by reivanen »

This looks really promising. Looking forward to what you will come up with next!

When do you think there is a version thats ready for mainstream gameplay ?
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KDR_11k
Game Developer
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Re: P.U.R.E. 0.55

Post by KDR_11k »

Argh wrote:Image
The Resistance Light Defense Turret. Model and paint by me.

Now, onto the MegaConstructor...
Does it store coffee and dispense it with a light touch?
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