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DarkBASIC Professional Discussion / Looking for feedback - good or bad!

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kingius
23
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Joined: 16th Oct 2002
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Posted: 22nd May 2003 12:34
Necrotech Warfare is a turn based strategy game played from the first person. Set shortly after the first game, you must command the military special forces teams against the horrors that are infesting the city and devouring the civilians.

Download the FOURTH alpha release here! (17.3 meg) . It contains TWO complete scenarios ('Close Combat' and 'Boom') to get to grips with.Your special forces teams will be pushed to the limits!

http://www.spectre-software.com/db/link.asp?url=http://www.spectre-software.com/db/necrotech-warfare/alpha/setup.exe

I really need your feedback, so please give it a test and let me know what you think. Instructions can be found on my web site if you want something to read while it downloads!

http://www.spectre-software.com/
Dr DooMer
23
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Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 22nd May 2003 22:27 Edited at: 22nd May 2003 22:28
Until I read the first line, I thought I was the only one doing a turn-based strategy game!

Anyway, it's pretty cool! I didn't really expect much from a first-person turn-based game, but it works quite well.

However, it's pretty badly bugged, I think. I don't know if you've already spotted these, or even corrected them, but here's what I found:

- The walls and floors sometimes disappear - this either makes a big, black hole or lets you see things through walls.

- After walking a guy through a door, he leaves a 'ghost' behind on the other side.

- A couple of times, I was able to stack one guy into the same square as another.

- When one of my guys died, I wasn't able to move onto the corpse to bash the thing that killed him, it said "Engaged in combat".

Also, not a bug, but might I suggest a little map or something in the corner? I kept getting disorientated.

Otherwise, this looks like it's going to be good when it's finished!

"I am a living, thinking entity who was created in the sea of information."
kingius
23
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Joined: 16th Oct 2002
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Posted: 22nd May 2003 22:34
Thanks for testing!

Youve named a couple of bugs I wasnt aware of - thanks for listing them.

In what situations do walls and floors disappear?

"Engaged to enemy" means that you had an enemy unit adjacant to your unit. Perhaps you couldnt see it (maybe the enemy was behind, or to the side). You must fight the enemy before you can move.

The rules of my game allow you to place two units on the same tile but you cannot leave them there, if you try it will bounce the last moved unit back onto the last free tile he occupied. This allows you to move past your own units without having to move them out of the way.

A map is a good idea, I will tag it onto my to do list.

Again, thanks for playing

Dr DooMer
23
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Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 23rd May 2003 00:11 Edited at: 23rd May 2003 00:11
Well, there doesn't seem to be any kind of pattern to it, it's just when you're standing in certain squares.

It's not the whole floor or all the walls that disappear, either - it's usually a long strip of the floor or one plane of the walls. Do you try to hide them at any point? If not, it might be my 3D card (Radeon 9000 Pro), although I've never seen it do this before...

I don't think there was an enemy next to my guy. I'd just cleaned out the middle room on Close Combat and I was hunting for the last few stragglers - my two guys were standing next to each other at a corner, but then Zombie-man decided to munch one of them. The other guy was then at a diagonal with Zombie-man, but couldn't move onto the dead guy's corpse.

Although, I didn't look behind me, so something could have crept up while I wasn't watching.

"I am a living, thinking entity who was created in the sea of information."
kingius
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Posted: 23rd May 2003 11:22
Im fairly confident that there isnt a bug in the Engaged to Enemy code, but if it happens again check around you for the enemy. I think its more likely that you just couldnt see the enemy that your unit was next to. However, if it happens again, and you check all around your unit and there is no one there, I will add it to the bugs list.

Im not sure about the missing strips on floors and walls, its not a bug Ive been able to replicate so perhaps it is a graphics card issue. I guess you could try updating your drivers in case they are out of date or something.

Did you manage to complete either of the scenarios? They are quite tough at first

Soyuz
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Joined: 17th Dec 2002
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Posted: 23rd May 2003 15:45
I had a quick play. Didn't have much time to play in depth so I don't have much useful feedback.

At one point I found I was in a room with a nasty bad guy. Trouble was I found that my positioning was such that whether I rotated left or right, the bad guy always ended up at the edge of the view and as such I couldn't select his square to do a ranged attack. So basically this means that if your player is at a diagonal to the enemy, you are unable to attack him...

possible range attack: P - - E

impossible range attack: P - - -
- - - -
- - - -
- - - E

Where the dashes equal grid squares.

Does this makes sense to you?

I also think you should change the movement and rotation buttons. I know it doesn't take long to figure out but I think it'd make more sense if the rotate left/right button's icon represented this better than with a left or right arrow - like use a 90 degree curving left or right arrow.

Well I like the game concept - The maps seemed a little bland but I guess this is due to it being a beta.

Oh I didn' have any dissapearing wall problems, but like I say I didn't test it much so may have missed these.
Soyuz
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Posted: 23rd May 2003 15:45
ah bugger the symbols didn't work... should have been....

P - - -
- - - -
- - - -
- - - E
kingius
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Posted: 24th May 2003 19:27
You cant attack diagonally, that is true, but it wont say "engaged to enemy" on diagonals so it matters little. Ive kept diagonals out of all movement because it has certain map design implications.

Good point about the interface icons. I think I should probably overhaul these for the next release.

If you give it some more testing, let me know anything else you find, thanks!

kingius
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