gunground
/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />Intro: First off just want to say hello, and to apologize for being a bit late with the report. Some things popped up but now that I have some time I'll be sending reports when I can. Things are still erratic where I'm at, but once they even out you'll be seeing much more progress. So far here is what I got:Bug/Issue #1Report Type: IssueName: Slow Health RegenerationCan be Reproduced by: Playing the game, and purposely damaging yourself.Issue: Despite the health gems being collectable, it simply does not cut it considering in the later stages enemy fire will become extremely rapid, and in some parts un-dodgable. Gems can only be acquired by risking one's self to move onto the location of the gem, hence being hit when attempting to collect a gem makes it meaningless. Possible Solutions: Add an automatic health regeneration, in which your health slowly rebuilds. Also, making gems more 'health efficient" would be a good idea too. My suggestions for such is +2 health per second, and +3 health per gem. Though this would make early levels fairly easy, it would allow for less difficult levels, which then in turn would mean you could introduce more enemies into the battle to compensate. Hence, you could create a sturdier difficulty curve. Added Notes/Suggestions: Don't have a picture to support this yet. Either way, adding a spell for health regeneration, such as: "Regeneration" with a +10 health regen per second for 5-8 seconds, with a mana burn of -10 mana per second for each second regeneration is in effect. These are guess-temated values, but in my opinion this would be a nifty spell for later use.Bug/Issue #2Type of Report: Observation/Minor IssueName: Powerhouse effectCan be Reproduced by: Playing all three characters. Quite contrary to Eternal Lurkers observation, it appears that Gely is the most powerful choice.Picture/Image: Having problems with images, but the image shows a red diamond surrounded by enemy fire, pointing out how useless it will become in later levels. When this swarm will be coming at you in droves upon droves, it will become extremely difficult to navigate through them, just to get a "huge whopping bonus" of +2 health. Observation: In my personal opinion, it seems that Gely is much more powered than the other choices. Despite the "agility" boost given to Neraine, and the empathy bonus given to Sisily, Gely's raw power (not endurance) is what makes him a formidable foe. His multi-shot makes him pretty much impervious to the ice foes, as well as make it so eh is able to eliminate a foe from pretty much any angle, even when not aiming at the foe. Minor Issue: As you may have guessed, this is a slight balancing issue, as you have given a weapon best suited for agility buffs, to a strength buff. Possible Solutions: Since his weapon in Genesis was the bow, his weapon cannot be changed. However, one thing you could possibly do is make that a secondary weapon fire, rather than primary. You could do this by creating some form of primary fire using his bow, and have the secondary fire as a choice, but with less powerful damage. Or you could do vice versa. Either way, his bow is slightly too strong considering its a "burst" attack. Added Notes/Suggestions: Once again, no picture yet. This is a very minor thing, so it really makes no difference whether you make this adjustment or not, but a warning ahead of time. Many a flash game developers folly is ignoring the minor things until they become the major things, so for future development I will keep a close eye on this. Bug/Issue #3Type of Report: Observational OpinionObservation Name: Explosion WithdrawalCan be reproduced by: Watching as you eliminate creatures, the "death" of the creatures is somewhat bland.Observation: Though it may be a little premature to add this in to the report, but I decided it was best to submit it while it was still fresh in my head. Not to say the game graphics are bland, they are amazingly graphic, some of the best I've seen. However, the deaths of the creatures seems lacking. Sometimes the gratification of seeing the enemy implode or shatter can make all the difference in a games scored. Example: http://www.kongregate.com/games/GameReclai...ath-vs-monstarsObservation Continued: This would be a very nice addition to the game sometime in the later development, as the "vanishing" is convenient for the player, but graphically its not very appealing. Possible Solutions: Make multiple "deaths" for enemies, depending on their type. Example: Ice creatures shatter, fire creatures explode violently, etc etc. Added Notes/Suggestions: You most likely were going to add this in anyways, but either way its a minor thing. If your looking to boost your score by at least another .05, I would look into this. Nevertheless, stay the course and get the foundations done before taking on a heavy graphics task. Bug/Issue #4Type of Report: IssueIssue Name: Weak PoisonCan be Reproduced by: Comparing the primary attack, to the secondary attack of gely. Also, comparing his secondary attack to any other secondary attack on the other characters.Issue: Though a great idea, the poison simply lacks the power to make it useful in battles. To start off, it is completely useless against weaker enemies, and moderate bosses as the primary attack does pretty much the same damage, except in one single blow, rather than a series of damage. This renders the attack completely useless in 95% of the game. When its uses do come in handy (major bosses, in which the main attack is hit and run) its true purpose shows it colors, but the problem is that it lacks in damage. Possible Solutions: In mg opinion, there are three major choices you could do. You could A: either boost the power of the attack, to approximately 1/3 of the single damage of the primary attack, but this choice does not solve other flaws with the poison attack. It would be a quick fix, but not very good one.B: WEAKEN THE POISON, but make it stackable damage, hence making it extremely valuable against medium strength and boss enemies. This is, in my opinion, the best option for long term effects, and balances out the character to be a more “tank” character. It may be difficult to program, but this is the best choice.C: Make the poison last longer. Hence a more realistic choice, and it would solve the problem, but opens up a whole new problem. It would make it effective in long, long battles but the odds the player would use this secondary power are weakened. Still better than A, but Worse than B.Added Notes/Suggestions: Things are still a little erratic, but I’m still cranking these reports out. Also, sorry about the report on health regeneration, I could have almost swore those gems healed you, guess it was my imagination. Either way, regeneration definitely needs to be sped up. Bug/Issue #5 Type of Report: IssueIssue Name: Speed DifferentialsCan be Reproduced by: Playing as each 3 characters, despite the “agility” stat being very different for each, each one moves at exactly the same speed.Issue: There is no doubt, but the most important element of this game is the ability to dodge bullets, as well as fire them. However, the fact that each character moves at the same speed despite differentiating stats really causes a problem, as this is one of the major factors separating the “tank” class, from the “agility” class. Without this gap, it severely cripples the “agility” classes most powerful weapon, the ability to outmaneuver and flank the enemy.Possible Solutions: There are two major solutions that would fix this issue very quickly;A: Program the stat “Agility” to make the characters movement speed increased proportionately to the stats current level. This is a good option, but there’s a chance that it might make the “agility” class out power the tank. OR B: Add another stat, “Speed”. This would allow for the separation of two distinct features of the maneuverable class, allowing the player to further customize his character to fit his needs, while also forcing the player to make further strategic decisions over where to allocate his skills. However, this might make the “agility” stat less appealing to players, and there’s a mild increase of chance that the player might overlook this stat altogether, in favor for the more appealing “speed” stat. Either way, the choice is yours.Urgency Rating: On a scale of 1-10, this problem would rank a 7, meaning that this problem may be overlooked for now, but it’s important that you address this issue.Added Notes/Suggestions: I would also highly recommend making the other stats mildly more powerful, as at the time they seem a bit weak to me. *Intermission* Just want to point out a couple things before continuing. The report on gems was a mistake, however you should still consider some kind of "creature" spell that heals the main character. Second, I did not notice the speed trait was within the creature itself, but now that you think about it, it makes sense. Lastly my brother is about to win his fantasy football season so he might become a computer hog /happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />. Anyways, thanks for answering all my questions. Getting back to work now /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />.*End Intermission*Bug/Issue #6Type of Report: BugName of Report: Incorrect experience barCan Be Reproduced By: Examining the experience bar very closely while leveling up.Bug Details: When the player's experience bar is approximately 7/8ths full, the player pre-maturely levels up, and the bar begins anew. Whether the problem is from your level up's coming too early, or an incorrect experience bar, I am unable to visually confirm. It would make much, much more sense though if it was the experience bar, so I would check that first. This is a pretty minor bug, so feel free to take you time on more important issues.Possible Solutions: Modify the programming of the "experience bar" movie clip, or whichever type of symbol/timeline it is, so that it correctly parallels with that of the actual percentage until leveling. Urgency Rating: 2-3. Definitely something to fix before publishment, but definitely does not interfere with the development of the game. Added Notes/Suggestions: None really. This bug was a very minor one, and there weren't that many details needed to point out this error. Hence why this bug report was so short. Bug/Issue #7Type of Report: Luxury (Brand new category)Name of Report: Needed Pause ButtonCan Be Reproduced By: N/AIssue: For both obvious reasons and for testing reasons, a pause button would be highly valuable to the game. I understand that you most likely would add this later on, however when you get the chance this feature would be EXTREMELY nice to have while testing. With a pause button I can pick up important phone calls, take screen shots better, and overall walk up and leave for 5 minutes whenever needed. Possible Solutions: Simple, add a pause button. How you would do this is make a button that when pressed, stops animation. I haven't read as far as how to get the animation started again, but it should be fairly simple for expert programmers as yourselves. Urgency Rate: 5-7. It will become necessary before publication, however it would be very nice to have. So whenever you have the chance, please add this /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />.Added notes/Suggestions: The next "Bug Report" will be very similar, but by itself is completely different. P.S. , if you do make a pause button, please make the P button the hotkey.Bug/Issue #8Type of Report: Luxury/IssueName of Report: In-Activity IssuesCan Be Reproduced By: Moving your mouse off screen, you will clearly see that the game continues, even when you are not playing.Issue: It's a well known fact that almost everyone multi-tasks, and this is a clear example of it. Lets say someone was listening to music or talking to someone while playing the game. As soon as he changes to something else, it leaves him completely vulnerable, and most likely will die in such a fast paced game. Or, as a even better example, lets say someone has a really bad mouse. The mouse is oversensitive so he accidentally moves it off screen. The game will continue despite the fact that the player is stumblingto regain control of his character. Now you see exactly how frustrating this may become for the player. Even though it may not be your guys fault, frustrated players often lay blame on the game. Possible Solutions: This is sort of a brainstorm, I'm not sure if this would work but theoretically in my mind it should. If you made an invisible button the size of the stage right, and you made the buttons time line so that when the player is over this "screen size" button, the flash will continue playing. however, under the option in which the button is not being hovered over, the button will be scripted to stop the animation. Then when the button is hovered over again, the flash will continue. However, be sure to make it so that under the button time line, when the player "hits" the button, the frame is empty. That way, theoretically it shouldn't interfere with any other bugs. I'm not sure if my actionscript is correct, but its been done before, so its definetly possible somehow. Urgency Rating: 4. Its a luxury, but would most likely help your score. Added Notes/Suggestions: None. I've told you all I could in this report. Still working on this, will update it as much as humanly possible,Gungr
an
The red and blue gems are not health and energy. They are money currency. In the version online right now, you can't use them yet. However, in the next version, they are used to buy items and feed your beast.There is a automatic health recovery , which increase by adding Endurance. As for the current version, you get 1 HP per tick for every 3 Endurance. I plan to increase it to 1 HP for 2 endurance.You can switch weapon type of each chracter by pressing 1. Pressing 2 will use the special attack of the be
gunground
ug/Issue Report #4 added, please take note of the "added notes/suggestions&qu
gunground
ug/Issue Report #5 submit
an
rian, there is a Speed attribute for each beast which determinate movement sp
EternalLurker
QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecSlow Health RegenerationQuoteEndQuoteEEndYou don't regen health from gems. You DO regen it over time. I discussed this in the other thread, noting that health regeneration seemed a little slow relative to Endurance, thus making Endurance underpowered as a defensive stat in comparison to Agility. The fact that you didn't notice the health regen at all seems to prove my point.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecPowerhouse effectQuoteEndQuoteEEndGelyan's multi-shot makes him "immune to the ice foes"? What the hell? Neraine's Azure Dance makes her literally immune to them, and Sisily can leave mines around the place that destroy them instantly. Frankly, the fact that your health is at 32 at the time of that picture (really early in the game, since you're at level 1 and your exp bar is tiny) shows that Gelyan isn't helping you much. Also, again, the gems do not heal you. Watch the meters more carefully as you beta-test (testing is primarily about number-crunching, after all). For a simple way to test, clear all the enemies around a stationary enemy, then, while the flower-turret-thing keeps firing horizontally, sit at the top-right corner so that it can't attack you. You'll heal over time.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecExplosion WithdrawalQuoteEndQuoteEEndI'm pretty sure the explosions are as detailed as they can be without lagging up the game. A few omnipresent sprites should be quite detailed, like the characters, and they are. Over a dozen simultaneous explosions (as is common with Sisily's weapon annihilating waves all at once) would cause major hanging if they were as detailed as the beasts or characters. Furthermore, it'd be distracting. In general, enemy deaths should be muted in appearance; it's the live enemies that are worrisome in a fast-paced game like this.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecWeak PoisonQuoteEndQuoteEEndHow can you say that half of Gelyan's special attacks are useless and still claim that he's overpowered, since his other attack certainly isn't as strong as Azure Dance or either of Sisily's attacks?! Major inconsistency there. And weaker but stackable poison damage would be WEAKER than it currently is. Poison in its current form is great on high-health enemies (bosses, turrets, the bigger flying enemies, more in the full game). Poison the boss, then whack away with the other weapon, then switch back to poison for an instant to keep the boss poisoned, lather, rinse, repeat.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecSpeed DifferentialsQuoteEndQuoteEEndD: The creatures have speeds. Agility is way more than overpowered enough without affecting creature speed.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecThe report on gems was a mistake, however you should still consider some kind of "creature" spell that heals the main character.QuoteEndQuoteEEndThis would make Empathy (the spell-casting ability) substitute for tanking too much. Endurance is already underpowered without buffing Empathy even more.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecIncorrect experience barQuoteEndQuoteEEndDon't think so. When it's at 7/8, and then you get a kill, it's jumping to 8/8 and then immediately leveling up, so you don't see it at 8/8.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecNeeded Pause ButtonQuoteEndQuoteEEndMaybe. This is a beta, though, so that's certainly not a priority even if An does decide to add one. I think it'd ruin the fast-paced feel of the game, personally. There are pause points: any time you're at a turret, you can duck into the top-right corner and run and do something.quoteo(post=1861:date=Dec 17 2009, 03:17 PM:name=gunground)QUOTE (gunground @ Dec 17 2009, 03:17 PM) quotecIn-Activity IssuesQuoteEndQuoteEEndYeah, again, that's not a priority. After all, you should be holding down the mouse button to fire. If you do so, then moving the cursor out of the Flash game window will not adversely affect anyth
gunground
name='EternalLurker' date='Dec 26 2009, 04:32 PM' post='2175']You don't regen health from gems. You DO regen it over time. I discussed this in the other thread, noting that health regeneration seemed a little slow relative to Endurance, thus making Endurance underpowered as a defensive stat in comparison to Agility. The fact that you didn't notice the health regen at all seems to prove my point.Yes, a mistake I made, I addressed it in the intermission. However, my report corresponds with your idea of faster regeneration. I agree fully that some action should be taken to balance out this issue. Gelyan's multi-shot makes him "immune to the ice foes"? What the hell? Neraine's Azure Dance makes her [b]literally immune to them, and Sisily can leave mines around the place that destroy them instantly. Frankly, the fact that your health is at 32 at the time of that picture (really early in the game, since you're at level 1 and your exp bar is tiny) shows that Gelyan isn't helping you much. Also, again, the gems do not heal you. Watch the meters more carefully as you beta-test (testing is primarily about number-crunching, after all). For a simple way to test, clear all the enemies around a stationary enemy, then, while the flower-turret-thing keeps firing horizontally, sit at the top-right corner so that it can't attack you. You'll heal over time.[/b]I think you mis-understood me. When I stated "makes him "invulnerable to ice foes" I meant that since his attack is so widespread, its very similar to the other characters in ability to deflect the enemy. I'm pretty sure the explosions are as detailed as they can be without lagging up the game. A few omnipresent sprites should be quite detailed, like the characters, and they are. Over a dozen simultaneous explosions (as is common with Sisily's weapon annihilating waves all at once) would cause major hanging if they were as detailed as the beasts or characters. Furthermore, it'd be distracting. In general, enemy deaths should be muted in appearance; it's the live enemies that are worrisome in a fast-paced game like this.I understand what you mean, but I didn't mean anything complex. Just a little bit of dazzle would be nice on the eyes for the players. Its nothing of serious issue, just something to take into consideration later in the game. An enemy that sparkles when death occurs would sure add to the boost of the already amazing graphics, yet if done correctly with symbols, shouldn't significantly affect file size or processor usage. How can you say that half of Gelyan's special attacks are useless and still claim that he's overpowered, since his other attack certainly isn't as strong as Azure Dance or [b]either of Sisily's attacks?! Major inconsistency there. And weaker but stackable poison damage would be WEAKER than it currently is. Poison in its current form is great on high-health enemies (bosses, turrets, the bigger flying enemies, more in the full game). Poison the boss, then whack away with the other weapon, then switch back to poison for an instant to keep the boss poisoned, lather, rinse, repeat.[/b]Once again, I think you mis-understood me. I was stating that his primary attack was very powerful, while his secondary poison attack was fairly weak. I'll try to be careful on wording for future reports to further clarify my points. Either way, in my personal opinon the poison is severly underpowered compared to his primary attack and should be pumped up somewhat, however as I said before its really a matter of opinion.[quote]D: The creatures have speeds. Agility is way more than overpowered enough without affecting creature speed.Yes, An stated that in his post. My mistake, didn't realize that the speed attribute was directly related to the creature rather than the character.This would make Empathy (the spell-casting ability) substitute for tanking too much. Endurance is already underpowered without buffing Empathy even more.It was merely a suggestion. This would still be a nice addition as it would allow the player to have a lifesaver in desperate situations. Plus, though the warrior is a endurance buff, he still has plenty of unused mana that would often go to waste. Who says that both the magic buff and endurance buff can't both have that spell? After all, its more of a universal feature. Don't think so. When it's at 7/8, and then you get a kill, it's jumping to 8/8 and then immediately leveling up, so you don't see it at 8/8.I don't know, I'm almost sure its not that. I'll check it again however. Maybe. This is a beta, though, so that's certainly not a priority even if An does decide to add one. I think it'd ruin the fast-paced feel of the game, personally. There are pause points: any time you're at a turret, you can duck into the top-right corner and run and do something.Please note that the report type was labeled a LUXURY /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />. It would just be nice to have for both of testing, and for the player itself. Sooner or later this will become a priority. If the player is in the middle of a game and the phone rings, you get the point. The pause button is a universal feature thats neccesary for pretty much any succesful game. Trust me, eventually the pause button will become VERY, VERY important, even if its not that important at the moment. Yeah, again, that's not a priority. After all, you should be holding down the mouse button to fire. If you do so, then moving the cursor out of the Flash game window will not adversely affect anything.I agree, just putting some ideas into the air. Best to have come up with ideas that never become realities, than to have never come up with any ideas in the first place. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />Just out of curiosity btw, are you a programmer or a tes
EternalLurker
ainly a tester. I'm beta-testing four products right now not counting this >_
gunground
QUOTE (EternalLurker @ Dec 27 2009, 09:45 AM) quotecMainly a tester. I'm beta-testing four products right now not counting this >_>QuoteEndQuoteEEndI see. If it would be alright with you, I would like to request your msn or aim messanger username, so we many coodinate our bug reports for future, to assist eachother in documenting and discovering b
EternalLurker
YIM sn and e-mail: ultimatu