So here’s my feedback after some playing:
Music
Sounds quite good. I like it. Quite a bit chaotic with so many instrsuments but it might work in the whole picture. Rethinking this: Make Menu/Load/End Music stand out, make I:B more memorable I feel like you may have hit it somewhat. The main theme is a bit slow to get going but is alright. What is missing is loading music.
I thought about suggesting rather taking “Infinity_Battle_03_Demo_loop_V1” Starting at 1:10 as menu music over “Infinity_MainTheme_Mix_V2_loop”. It is much more powerful and has a memorable theme in there.
A bit of preference though. I know many action games nowadays go with more mellow music as their action kicks in rather late, Battle Royals or arena games with long set up times, the theme reminded me a lot of their menu musics. If the usual gameplay is the same it might fit. If you get into the game and 30 seconds later you are in a battle … then maybe the battle music would be better.
Loading music and winning and loosing scores, faction specific, would be cool … maybe you can nudge some of the existing music you have to have two themes … else it’s a shame that not more resources were available to give the factions their music. We have the colours, the logos, the name … music would have been also cool.
Effects
Definitely a big step up. I am really impressed. Still runs really well for me. Only had a few drops.
The impact effects are especially cool and how they are directional to the target. Looks much more immersive. Bounces are cool too.
Missiles are crazy. Smoke is crazy. How it is being lit up is really cool. The trails too. Definitely quite cool.
Explosion debris is cool too. Especially that it appears even if the ship isn’t destroyed. It seems a little bit too much during destruction though and maybe it could be a bit less spherical and more chaotic in its shape.
Not so sure about the colours of explosions. I like the variety but sometimes it feels a bit off … maybe I just need to get used to it … but maybe do a pallet check on all the colours?
Now, the warp effect. I have seen many dislike it, I like it quite a bit. A big thing I am missing though: Entry and exit visualisation. You can see the ship suddenly stop or accelerate, you can hear it, but not visual effect. It’s missing. There really should be one. Maybe a tight white ring arround the warp effect flashing for half a second as the warp kicks in. I like the fade in and fade out of the current warp effect. I also really like the “spikes” and the lights. The colour also is a bit weird … I think it doesn’t fit with the hud colours and that’s why I am confused by it. It could also use some heterogenity, the cockipt reflections are there and changing and good … but you can’t see these patterns when looking at the effect itself. Would be cool if it had some more structure visible when directly looking at it.
I also really like that it’s not just client side and how it bends.
Thruster effects look cool too. The interceptor one is a bit low poly though, visible in third person.
Shooting Turrets
I just did a test of that with RepK.
Shots go right trough turrets and that looks a bit weird when the hit effects happen below the turret. Smaller turrets are quite alright and easy to destroy … but mostly require you to suicide yourself anyway because you are so close up. It’s cool but not sure about the viability currently. Spamming torpedoes and just outright killind the cap ship seems much better when it comes to used time.
If they were easy to kill in a strafe run and only up close … that would be more attractive … would give smaller ships more options to combat the big ones.
Shots just go straight trough the turret. Hard to guess if you hit it. I may have destroyed a MK7 turret but it seems for that one the smoke wasn’t correct … maybe it wasn’t yet destroyed though. Smaller turrets were quite obvious. A longer fire would help to have a better confirmation.
The really small turrets that make it hard to stay close due to them murdering you are the hardest to see and kill. I wished for a lock on feature there.
Tested with Bomber. Weakend shealds to 60-40% and then shotgunned. Medium turrets took about 5-10 shots.
Misc
- Great. No more errors in the profile editor.
- Neutral station does not resupply. (Maybe conscious)
- Would be cool to have an indication to when Missiles are ready to fire again. Guessing is kind of super sub optimal. Nothing changes from the time the missiles are on cooldown to the time they are ready to fire again. We have the missiles launcher indicators on the HUD now and they work quite well. Add another colour to indicate reloading.
Bugs and Annoyances from earlier versions that are still in
- Floating turrets on ground installations.
- Jittering ships. (Discussion on discord) Examples: here, and here.
- Jittering input. Shots fired inconsistently.
- Manual override in warp is sometimes less effective then “letting go” (fixed acceleration has priority over dynamic acceleration of the automatic warp), quite annoying as player has to guess when to let go.
- Loading times for the ESC and TAB menu are a bit annoying. The tab menu is often used now and it obviously taking you out of the “game” is a bit jarring. The muffling of sound is ok but some of the game still should be visible in my opinion. Even if it’s … what’s it called, fogged, like trough a fogged glass … forgot the name of the effect.
- All NPCs leave when battle is over, and me as a bomber does not have any more corvettes nearby to finish the installation. (Debateable if that is wanted behaviour, understandable but weird when you are there and it happens)
- Torpedo Doppler sound is weird. At first it sounds right but just before the sounds disapears it does a weird pitch up and it sounds as if it was behind you.
- Profile conflict creates an error and stops the loading of the game even though clicking ok still goes forward with it.
- In capitals and warp the view shifts sideways a lot during a turn in warp. It can take more than a minute for the view to set back. This is not the case in capital control mode.
Players …
I wasn’t here during the weekend and only arrive on Monday morning. Joining in for the last bits. Fun seing new players and fighting them. It works quite well. The dynamic when two players meet in the mids of hundreds of NPCs is a bit weird, with them locking horns and duking it out, while everything else just stops, still it is fun.
What I want to talk about is this though: The hard problem of multiplayer indie games
I kind of jokingly said on discord that the patch would come an hour before the event and it seems to have been quite a technical problematic situation.
Still, even with all these problems a lot more people needed to show up. I think the peak I saw was 26. I don’t have the data (yet) but it doesn’t seem like the double or triple … I hoped for.
It’s one of the biggest concerns I have for Infinity: Battlescape and it still is there, strong as years ago.