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2058 Posts in 165 Topics- by 669 Members - Latest Member: harrietpreston

May 24, 2013, 06:18:31 AM
Intuition Games ForumGamesDinowaursFeedback[STICKY] General: Gameplay
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aeiowu
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« on: April 01, 2008, 01:04:58 PM »

Post comments and critiques on gameplay.  What you like, what you don't like.  If there's a larger issue make your own more specific and detailed thread.
« Last Edit: April 01, 2008, 01:08:51 PM by aeiowu » Logged
WillianGallis
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« Reply #1 on: April 02, 2008, 11:24:33 AM »

There will be any other game modes, like Team Matches, Championships, etc?
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fucrate
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« Reply #2 on: April 02, 2008, 11:33:54 AM »

Yeah, we'd like to add more options as development continues, but just getting the base game out there will take plenty of work, so we're going to add what we can when we have time.

We initially had an idea for a whole metagame with factions vying for territory and stuff, which would be cool but would almost be another game on top of the combat game Sad
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WillianGallis
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« Reply #3 on: April 02, 2008, 11:37:46 AM »

Whoa, Nice!  Roll Eyes
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aeiowu
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« Reply #4 on: April 02, 2008, 11:41:22 AM »

Yeah, we'd like to add more options as development continues, but just getting the base game out there will take plenty of work, so we're going to add what we can when we have time.

We initially had an idea for a whole metagame with factions vying for territory and stuff, which would be cool but would almost be another game on top of the combat game Sad

Yea this metagame isn't going to be in Dinowaurs.  If anything it would be an expansion later.  You guys are just playing the general combat of Dinowaurs, there will be 3 other dinos, accessories and other items to personalize your dino, i'll make a post about the other stuff.
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chitown15
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« Reply #5 on: April 02, 2008, 09:06:10 PM »

Is there any plans to add a more detailed single player, or a story mode? It's always nice to have some type of single player gameplay even for multiplayer driven games like Dinowaurs. Even if the single player mode isn't that deep, it complements the multiplayer aspect, and tends to bring in more players. From my time in the "flash gaming world" some people are uncomfortable joining multiplayer games if they don't already know what they're are doing, so a single player mode helps them learn it and  feel more comfortable with the game.
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aeiowu
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« Reply #6 on: April 02, 2008, 09:23:46 PM »

@chi, we have a tutorial in the works that isn't quite ready, it would act more as a sandbox where a player could just test out whatever they wanted with no consequences to their record and whatnot.  As far as single player, that's a good point, but we're hoping this sandbox can take care of some of that, since AI is a bit of an undertaking.
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chitown15
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« Reply #7 on: April 02, 2008, 09:28:42 PM »

@aeiowu If you have an "on-screen" tutorial with a deep sandbox mode that should work quite well helping new users pick up the game Smiley
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« Reply #8 on: April 03, 2008, 11:59:35 AM »

Yup, thats the idea.  I made one about a week ago that I thought was great, but when I had some new players run through it I found out it was horrible... so we're gonna make it not suck and have it ready for a future release.

hopefully  Undecided
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ktchong
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« Reply #9 on: December 19, 2008, 07:34:22 PM »

Frame rate drops when both players spam arrows and boulders (the Castle weapons) at close range.  Maybe the low-quality graphic setting should drastically lower the quality of the arrows and boulders to improve FPS.
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ktchong
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« Reply #10 on: December 19, 2008, 07:44:58 PM »

Please implement an option to deny a rematch immediately after a battle with the same opponent.  Sometimes I got matched up with the same opponents three or four times in a row.

Better yet, just do not match up players who have just played against each other. 

Here's a suggestion: when a battle is over, a menu or window should pop up and ask the players if they want a rematch.  If a player decides no, he should not be matched up against the same player again for the rest of the session.
« Last Edit: December 19, 2008, 07:50:11 PM by ktchong » Logged
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« Reply #11 on: December 21, 2008, 08:28:14 PM »

My thoughts on balance in a sentence: Buff flamer, lawyers; change the way iowa/meteor works(or buff them or something I don't know right now no one good uses them).
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« Reply #12 on: December 27, 2008, 08:57:20 PM »

At the moment when your dino dies at worst it doesnt matter at all and at best it can put you in a better position

Give a small reward ie 50 gold when you kill a dino and make the timing longer. This would change the (only viable) cannon rush strategy

Nerf jetpack, buff lawyers and metorite
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aeiowu
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« Reply #13 on: December 27, 2008, 11:41:24 PM »

At the moment when your dino dies at worst it doesnt matter at all and at best it can put you in a better position

Give a small reward ie 50 gold when you kill a dino and make the timing longer. This would change the (only viable) cannon rush strategy

Nerf jetpack, buff lawyers and metorite

i'd have to agree on the jetpack, lawyers and meteor.

however i don't think the dino death is a non-event at all. say you only have a t3 built since the enemy has taken out your t2 and t1 and you're approaching after a long trek and you get stomped, sent back and lose all that ground. Or say you're castlepacking/cannonpacking and you hit up to the t3 and you're on your last leg and you get killed by the cluster, all the while the enemy is on your tiers, killing them. pretty big gamechanging event imo. That said, i think longer spawn-time might help a bit to discourage players from being so willy-nilly with their dino lives.
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« Reply #14 on: December 28, 2008, 02:52:13 AM »

I like lives system rewards aggression, kills stalemates.

Buff flamer, seriously it's completely useless right now that and lawyers.
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