Okay, I'll fix the controls right now. I just got back from trick or treating with the kids. It's a throwback to the Geisha House controls, which is a throwback to the old Ultima games. WASD just doesn't work in an overhead view and I failed to change them when I switched views (halfway through development)
When I repost I'll pack it up regular DBP game style, no installer or drivers. I'll do that separately.
I sure wish I'd had time to have you all test it before I sent it off, I was just working on it until the last possible minute.
@demons breath -
There is no vertical aiming, a flaw that is my fault for using the crappy GH overhead view at first and putting a band aid over it. I'm going to fix it.
@Virtual Nomad -
Changing the controls right now.
1) Tracers, okay.
2) No more drivers, I'll package them separately.
3) I sure didn't notice the mouse, I'll increase the text size, fix the mouse, and re-record. I'm going to put this fix at the bottom of my issues list, htough.
4) cogs - they're rusty?
5) good stuff! - thanks for playing!
@DC -
1. resolution - I'm going to make it windowed fullscreen and match the desktop resolution. Ultimately I'm going to include a loader that lets you choose, I just didn't have the time.
2. controls screen - Got it. I'll make the game pause once automatically once it starts.
3. controls - Changed it. My strafing is still weird, I'll get to the bottom of it. I've never been a strafer for some reason. Like I said above, it's a throwback to GH which is based on Ultima. This had the GH view at first but I changed it without changing the controls. That's also why I didn't include vertical aiming, unfortunately.
4. bosses - The boss enemies have lots of health (they have thicker health bars). On boss #2 the guns are effective if all three players are shooting at once. Boss 3 would be, except it's aiming makes that difficult. I did limit the throwing distance on purpose, they're powerful but not as easy to use. I'm not entirely satisfied with them, but they're alright.
5. ai - I'm leaning too heavily on Dark AI for the players. They do act stupid sometimes. I'll be fighting for my life and they're strafing around in circles next to me. Switching between them and focusing fire tends to help, but players shouldn't have to do that.
As for the enemies getting stuck, that's Dark AI as well. I actually don't apply any level collision at all to friendly units or enmies, which is why they can climb on top of things, I don't want them to get stuck. When they collide with something I tell the AI system and they're supposed to work their way around it. The friendly units seem pretty good at it. I'm not sure what to do about this but I'll definitely address it.
6. animations - I'll look into it, I know what you're talking about. I ignored it for the sake of time.
7. movement - Working on it right now.
Download the game!