Maescool / Catacomb-Snatch

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Remove sprint function? #862

Closed danielduner closed 12 years ago

danielduner commented 12 years ago

I believe that we need to be picky about what functionality we put in the game, to keep it intuitive, fun and leave more room for depth (rather than clutter) . My impression is that the sprint function doesn't add enough to the game play to warrant it's existence.

The number of keys to keep track of is getting out of hand:

KBaluh commented 12 years ago

no

dnoegel commented 12 years ago

I think we should keep the function right now. Perhaps there will be something like a town portal later - right now I think the game feels a bit boring once you have enough money and have conquered most of the map and you still need to walk all the map and all the labyrinths each time you want to place a bomb or a turret.

In my eyes the end game of each level suffers from the long ways one have to walk ever and anon…

fierydrake commented 12 years ago

Running to and from the shop is a bit tedious, but my first though was along the RTS line of base-building rather than adding sprint. But maybe I am biased and just prefer the RTS features rather than the shoot 'em up ones.

(Off-topic: My thought was to be able to build stations along the track where you could buy a contract on a certain unit, like a turret, and paying the appropriate cost the next RailDroid would pick up the contract, head back to base and bring you the turret. Maybe have a builder bot that would move it from the station to the plot you select. All of this would take time, money and require a station which would be an fairly expensive and weak building. But it would bring some of that RTS style build and base management into the game.)

danielduner commented 12 years ago

@jbarabbas I agree about the "boring to walk"-part. But the simple solution is: increase the basic movement speed! (It will work even better than just having a decent movement speed at times.)

dnoegel commented 12 years ago

@danielduner Agreed :) Perhaps we will also have in inventory one day or some RTS elements as @fierydrake proposed. I just thought, you wanted to make the game even slower :)

aattss commented 12 years ago

Maybe if this is a placeholder until later.

yofreke commented 12 years ago

Just as the coins moving away from the player while shooting, this adds another element of depth to the game. Especially when playing pvp. It perhaps does not effect a single player game as heavily, due to ai moving slow enough to compensate for tight situations. However, there is no way to compensate when in a shootout with someone. If you want to blitz foreward, or flee on low health, the option is there. I think that removing this would create a more simplistic game with a more standard pace to the multiplayer and singleplayer experience. Both of which make for a boring game.

We dont need feedback in the sense of a bar because that takes away the skill element and makes it more bloat. Perhaps some indicator for full stamina or recharging.

danielduner commented 12 years ago

@yofreke The problem is that there are a million details that can be added to the game, to increase it's depth. I believe that this specific detail adds too much mechanical and visual complexity, compared to the potential depth it offers.

master-lincoln commented 12 years ago

Please vote here: http://forum.catacombsnatch.net/thread-184.html

Seyjin commented 12 years ago

To reduce the number of keys, one could use the same for build and sprint.

master-lincoln commented 12 years ago

The same for build and sprint...how would that work? I can build stuff in most of the places I can sprint... Bad idea. But the next and prev. weapon buttons are a little overkill if you ask me.

Seyjin commented 12 years ago

I was wrong sorry. I thought the key to use.