This tells me 2 things. First that my codenames are rarely accurate (after HES the plan, if HES has some success, is to make a RPG-Strategy game inspired by HES mechanics) and second ... 241!?!? That can't be right. 1 backup a day that means I worked on this for nearly a year ...
Sigh ... I don't see the time passing by anymore ...
I do have this mini-safe now though. Could probably start using it and put the sticks there. Could get stolen but at least would resist fire.
I did have to explain my wife why some child character was topless at some point but as someone not familiar with the comics it makes me want to check it out. It's really interesting to see that universe in such way.
I didn't fight as much as I'd like to but it still feels like the choices made might matter. "Might" being the keyword here as these games are really good to let you believe you made some great decision. Still I had a good deal of fun.
I'm not sure why it took so much time to release episode 2 considering it's so short (and I'm a really slow player for such games) but I still can't say I regret paying for the whole package upfront.
I'd still recommend to wait until all episodes are released as I know most people are not as enthusiast as me for this type of games. To me almost 2 hours of dialog choices while drinking a beer is cool but for others I realize it might feel like a disconnected experience with such delays between episodes.
So bottom line: Wait until the season is done and then you'll have a great time. Unless you feel you're like me then buy it right away!
Of course I can't waste time thinking that otherwise I'll just forget about it all and sit on the couch watching TV. It's just some subconscious pessimist madness playing tricks on me. It's sometimes easy to forget that finding your way in game dev is a marathon and not a sprint. You just need to remember to stay hydrated ... eh?
Seriously though this looks really nice.
It's not a very flashy table (might explain the $2.99 price) but it's a very satisfying one. It's quite forgiving and it's really easy to reach all ramps so you often have a mode activated. The bad thing so far is that the damn mission hole seems really hard to reach. Missions are what pays most and I've only been able to complete one so far (Richard's mission).
So when playing this table I kinda feel like a pro since the ball keeps flying around for a long time but mastering the mission hole is really the key here. I'll have to work real hard to hit it more often. The table is tricky as even without completing missions you can score millions but the table is really built to generate really high score so don't get fooled by this.
If you decide to give a shot to Pinball FX2 (there's a free table so there's really no excuse to not try it, though I haven't explore it much but will do if you challenge me) make sure to add me to your friends' list. Username is overbelow
I'm not sure what to think here. People being cruel is to be expected. Just yesterday I received yet another comment about "how stupid I am to have turned my back on Golemizer" even if the game has been offline for 2 years now. What if I'd get hundreds if not thousands of these each day though? ...
We all have our limits and I guess the Flappy Bird dev reached his. I'd like to tell him to toughen up as I don't really see a way to prevent people from being jerks on the Web but it's hard for me to imagine what kind of ride he's been on. Oddly on my Twitter feed all I've been seeing is people taking his side so I didn't really see the negativity.
There are ways to shield yourself and it takes some time to adjust but I guess here it just went so damn fast and so big that it was possibly the only outcome. That's one big weird bubble we live in ...
I'm slowly engaging the "make people aware of it" mode so If you're feeling generous you can reshare this or retweet the following: https://twitter.com/Over00/status/431875337035579393
I've been working real hard to make the AI more interesting and the end result is that (most) ships can now move twice. It really helps to 1) make the game more dynamic and 2) have the AI make better decisions. It had the potential to completely ruin danger prediction though so that's why I'm only allowing ships to attack before or after the first move.
It's a bit confusing to explain so that's why I added the indicator at the left (it has tooltips to help figure it out too). Most ships have 3 phases per turn. On the first phase a ship can either move or attack. Here we see the current ship moved on its first phase (as the icon is green) and then performed an attack on phase 2 (again, green icon). The blue icon is showing what other action can be performed this turn. In this case it can only move.
The attack icon not appearing in phase 3 shows that if you move twice then you don't get to attack this turn (also if you spend your 2 moves in phase 1 and 2 then the 3rd move icon becomes disabled). It's that way because I really didn't want to have the AI predict dangerous positions 2 moves ahead. Just for the frigate in this screenshot it'd mean to predict 5 tiles the plasma cannons can hit (highlighted in green) for 8 possibles moves and then 8 other possible moves for each first destination. Now apply that to all other ships on the board and ... well ...
The great thing is that preventing an attack after 2 consecutive moves really makes the game interesting. It adds another layer of strategy that wasn't there before.
Now if I can finally be satisfied with the AI the next step will be to have ships composed of parts instead of being a single sprite which should make destruction a bit more interesting by seeing the pieces fly around independently. It's really starting to look like a game and I'd even say a great game! :-)
One Ambitious Indie Space MMO: Star Corsairs | DIYgamer
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