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QCF Design Community • View topic - Dungeon Task Force
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Dungeon Task Force

PostPosted: Fri Oct 25, 2013 12:09 pm
by GoatBot
Discussion - Dungeon Task Force

Re: Dungeon Task Force

PostPosted: Fri Oct 25, 2013 5:12 pm
by ChasGB
The new exploration animation is awesome. Your finishing touches and polish are making your great game even better.

Re: Dungeon Task Force

PostPosted: Fri Oct 25, 2013 6:23 pm
by Tumi90
For some reason, my advisor tasks are not showing. I've tried clearing cookies, but it didn't fix it.

*EDIT*
Working as intended now. Don't know why, don't know how. Just happy that it is :)

Re: Dungeon Task Force

PostPosted: Fri Oct 25, 2013 8:36 pm
by berpdreyfuss
I really like the new fighting animations, the bones and the advisor tasks, good job!

The exploration animation doesn't make sense to me. It is the same feeling I had (and still very much have) with the death warning. It just doesn't fit the style of the game, looks out of place and distracts a lot. The flying tiles makes the screen very messy if you explore a little bit faster. The slowed monster animation and the constant flashing of the death warning while you are moving the mouse between the inventory and the dungeon add to this, it is just too much movement which carries only little information for the gameplay. Slowed monster have to be visible, but right now it is too much.

For the exploration I'd rather see something like dissolving fog.

Looking forward to the coming sound effects!

Re: Dungeon Task Force

PostPosted: Fri Oct 25, 2013 8:40 pm
by Darvin
Not a big fan of the new exploration animation, to be honest. Not as bad as the distracting slow animation, though.

Advisor tasks are interesting, but what is "Block Regeneration"? I've played a few games now, and I can't seem to get it to go above 0.

Re: Dungeon Task Force

PostPosted: Fri Oct 25, 2013 10:06 pm
by harfatum
It's been a while since I've played, but the square cursor really makes the game feel more like a tileset and less like a real dungeon. If you need an indicator of which tile you're mousing over, just the corners would be much less jarring and mechanical.

Re: Dungeon Task Force

PostPosted: Fri Oct 25, 2013 10:16 pm
by The Avatar
I would guess it is through burning or poison to prevent enemy regeneration. I don't really have any opinion on the new exploration animation. I like the new bloody enemy explosion. I am still distracted by the slowing one. I'm not quite sure I like the health bar prediction. It looks a bit too much like necrotic flesh or whatever the medical term is. It was much better, IMO, solid. Other than that, great update! Advisor tasks look fun.

Re: Dungeon Task Force

PostPosted: Sat Oct 26, 2013 1:07 am
by ChasGB

Re: Dungeon Task Force

PostPosted: Sat Oct 26, 2013 7:26 am
by berpdreyfuss

Re: Dungeon Task Force

PostPosted: Sat Oct 26, 2013 7:33 am
by berpdreyfuss