Time sucker!
by Simon Windmill · in General Game Discussion · 01/04/2003 (8:45 pm) · 5 replies
Honestly, I can't buy this because if I do, I won't get any work done at all. The demo alone has kept me away from coding.
What a brilliant concept, and it's executed just as well.
I do have one suggestion though, and this is something that could/should be levelled at all the Blast brand games - I'd like a feature that allows me to switch off in-game messaging and replaces custom player names with "Player 1", "Player 2", etc. Why? So I could let my son play it online. I think this would be better than trying to implement an obscenity filter, as that just makes it all the more "fun" for someone to get around it with "clever" use of punctuation etc.
What a brilliant concept, and it's executed just as well.
I do have one suggestion though, and this is something that could/should be levelled at all the Blast brand games - I'd like a feature that allows me to switch off in-game messaging and replaces custom player names with "Player 1", "Player 2", etc. Why? So I could let my son play it online. I think this would be better than trying to implement an obscenity filter, as that just makes it all the more "fun" for someone to get around it with "clever" use of punctuation etc.
#2
01/04/2003 (10:43 pm)
Actually, your grouping idea might be good for skill/age level too for these Blast games (if multiplayer). Of course, anyone could lie about their age in order to beat out a bunch of 7 year olds, but on the whole I think it works fairly well.
#3
Already in the demo (I'm mr_luc if u catch me online) I've been able to use some fairly advanced strategy -- for instance, bodyblocks! (mostly those are just for fun, since why would I block if I could just hit it myself). Also, hitting one star and bouncing onto another, and the powerups totally change everything, and long shots are VERY useful, and stringing hits together . . .
Very encouraging that you can put together a multiplayer experience that is so thoroughly different and new, and at the same time, so polished and refined in terms of both production value and depth of play. Especially in this amount of time.
All in all -- well done, and I'm buying it as soon as I get tired of the demo.
01/04/2003 (10:44 pm)
First of all, this has been very enjoyable thus far. Excellent job, guys, especially given how different the movement model is from other games. It reminds me of controlling a 'shooter' marble, actually -- like I'm getting ready to pop it with my thumb, and then I have to just wait and see where it goes.Already in the demo (I'm mr_luc if u catch me online) I've been able to use some fairly advanced strategy -- for instance, bodyblocks! (mostly those are just for fun, since why would I block if I could just hit it myself). Also, hitting one star and bouncing onto another, and the powerups totally change everything, and long shots are VERY useful, and stringing hits together . . .
Very encouraging that you can put together a multiplayer experience that is so thoroughly different and new, and at the same time, so polished and refined in terms of both production value and depth of play. Especially in this amount of time.
All in all -- well done, and I'm buying it as soon as I get tired of the demo.
#4
btw I'm either known as [TC]-TRON or just TRON in games if anyone ever catchs me ;)
01/04/2003 (10:48 pm)
yeah, what Luc said ;)btw I'm either known as [TC]-TRON or just TRON in games if anyone ever catchs me ;)
#5
I have to say that playing the demo made it instantly apparent that level design in this game has the ability to TOTALLY change the playing experience. I mean, the game could play like total mayhem, with people clustering around the concentrations of stars and just blindly blasting away, or it could be a carefully planned series of jumps from star to star, or VERY long shots that need careful planning, or it could even play a lot like a race -- a straightaway of evenly spaced stars over rough terrain.
The potential for such creativity and variety means that the game has deep gameplay. What's surprising, again, is how simple the interface and basic controls are.
01/05/2003 (12:35 pm)
Hey TRON. I remember j00!I have to say that playing the demo made it instantly apparent that level design in this game has the ability to TOTALLY change the playing experience. I mean, the game could play like total mayhem, with people clustering around the concentrations of stars and just blindly blasting away, or it could be a carefully planned series of jumps from star to star, or VERY long shots that need careful planning, or it could even play a lot like a race -- a straightaway of evenly spaced stars over rough terrain.
The potential for such creativity and variety means that the game has deep gameplay. What's surprising, again, is how simple the interface and basic controls are.
Associate Ben Garney
I think maybe the voiceless players should be grouped seperately or biased to be grouped with each other - who wants to join a server and be the only fellow who can talk? :) But that's secondary... And in any case, not really arguable because I can't think of any game that's ever done that.