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Messages - Keppler

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Hammerwatch Discussion / Re: Patch Notes for 1.22 (April 2014)
« on: April 16, 2014, 06:03:33 PM »
I haven't played the game since February now (other games come up, I'm sure you understand), but I still kept myself subscribed to the Steam Hammerwatch forum and when I found that you guys added the thief class, I was positively surprised. Cancelled all my previous plans to play some Diablo for tonight and had a quick run with the thief. And I have to say I am impressed, you are doing a great job guys!

I'll have to go and get my friend to give the thief a go in a multiplayer game as well!

I guess I will post a mini-review on the class once I finish the game with it once.

Hammerwatch Discussion / Re: Some comments
« on: January 14, 2014, 04:08:24 PM »
Ahh, all right. Thanks for the feedback Hipshot!

Hammerwatch Discussion / Some comments
« on: January 11, 2014, 04:28:12 PM »
Hello guys,

I absolutely adore this game as I really wished for something like this to exist back when I was younger and now I am finally able to play my childhood dreams, so thank you Hipshot and Myran! It has been two weeks since I got the game and I still cannot get enough of it, it's oddly meditative and relaxing so most of my free times goes into playing Hammerwatch now.
Now, today I played the game on my laptop to test out how it is with the keyboard. Until now I had been playing it on a 24" monitor with a gamepad and enjoyed it completely but seeing how much people complain about the keyboard controls and the game not starting up on their laptops, I was worried that it might not work on my laptop once I'm at work.
The results... Well, I am amazed that the game runs flawlessly on my nearly 6 year old laptop that lags on its own already, so you guys have achieved quite something in backwards compability!

Now, to the comments. I tried the keyboard controls for the first time myself today and I have to say they work well, but I prefer a little rebinding. When I played the game locally with a friend, he had the keyboard to himself and he never complained about the controls, but I have to agree with some people that the keyboard controls are a bit unintuitive. For example, I was weirded out by the directional movement keys being mapped to WASD on default and not to the arrow keys as most of the games of the era that this game owes its legacy to used arrow keys for movement and it felt a lot better. WASD came around when the mouse was integrated to gameplay mechanics for more convenient control, but the mouse is not used in this game so may I ask why did you map it to WASD by default? This game is much more comfortable to play with the arrow keys for movement and in instance z, x, shift, space, alt, ctrl and tab for the attacks, strafes, potions etc... This might be personal preference but I would suggest towards setting the default direction mappings to resemble an old game's keyboard layout and less like a gamepad's as the arrow keys are not that comfortable to use for attacking (as others have stated, the finger strain is quite bad that way).

My second question is whether you have any plans of implementing steam cloud to the game in order to share saved games between computers. Since I work far away from home I forgot to take my saves with me manually and regretted it later on, but it is not that big of a gripe. Steam cloud support would be nice for saved games but then again implementing it would take away that old school feel of having to transport save games!

All in all, I admire the work you have put into the game and I take my hat off to you guys!


Bug Reports / Re: Music loops too early
« on: January 11, 2014, 01:38:57 PM »
Haha, I thought that the mis-timed loop was actually a thing to make the game more "raw"!

Custom Maps / Re: [Campaign] [WiP] No name yet!
« on: January 11, 2014, 01:37:51 PM »
You should be able to edit your first post Flopjack. I think you should be able to add and edit the attatchments there as well!

Editor Discussion / Re: Collectibles - How do they work?
« on: January 10, 2014, 09:27:44 AM »

Custom Maps / Re: [Campaign] [WiP] No name yet!
« on: January 09, 2014, 11:34:06 PM »
About the breakable cell wall. The problem is that you spawn outside in the main area with access to the darker cellar rooms not in the cell. I liked the idea of lighting torches as well, but I agree that it was a bit too dark. Since the game has no brightness setting whatsoever, the darker tone can be completely unseeable with some monitors. That is why most darker games offer a brightness slider in the first place and why they are not that dark by default. The darkness can be implemented well if the area that the player can see around him is a bit brighter (like he would be wearing a torch with him), but right now it gets very tedious to find the torches on the walls while trudging through the annoying slimes. I myself would prefer if there were less slimes in general as they are very annoying to kill in large groups and they yield no reward so they should be rather placed to block off rewards like they are used in the main campaign. Besides that the level design was a bit dull in scenery as of yet and there wasn't much reward to playing the campaign, so it rather felt like a bore, but I can imagine this turning into something fine when a lot of work is put into it.

Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/2/2014)
« on: January 09, 2014, 04:24:02 PM »
Since you mentioned that you need any help you can take for this project in then I would gladly give you a helping hand. I am no good at game design, but I study English language and literature at university so if you need any help with the setting, plot or mood I can always give my two cents!

Let me know if you need any help with anything!

Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.1
« on: January 09, 2014, 02:24:18 PM »
This is a great map idea and it can be very fun if made well. I would add to Gammer's comment that the monster speed is fine, but the arena itself could be a little smaller. Making it tighter makes kiting harder and increases the difficulty as well. In my opinion the map is too dragged out currently as it takes quite a while to get from one end to other and this way the monsters that spawn on the other end of the map do not notice you until you get close which kind of makes the map slower than it should be. I tried the map out in local 2 player mode, moved one character to one end of the map and the other to the opposite end and one player disappeared off the map quite quickly which is one of the main reasons why me and my friend get killed playing the campaign together locally, so all in all great map and idea, but I think you should make it smaller to increase the pacing and playability of the map!

Custom Maps / Re: [WIP] - (Proof of Concept): Barrel Frenzy
« on: January 09, 2014, 02:18:43 PM »
Feels a bit like WC2, when the peasants chop down trees.


I had a bit of fun with this map, but I suggest you add upgrade shops in the beginning area. If the upgrades were implemented, this map would turn into a fun skill testing ground for players!
The shop would add a little more direction for the map as well, as you can get a lot of gold already.

I would definitely go back from time to time to test skills and damage output to different monsters if possible, plus barrel farming is never tedious! :p

Bug Reports / Sometimes I take no damage?
« on: January 09, 2014, 02:16:21 PM »
I don't know whether this is really a bug, but I have noticed during a few of my games that I clearly get hit but the hitbox does not register it. This happened to me both as a paladin and a warlock during times when I was especially wary of my health going down on hard mode. I was nearly dead most of the time I noticed as I clearly should have died when a fireball from a trap or the mage mook's magic ball hit me but it doesn't register as a hit and I get out of the situation. I'm wondering whether it's some kind of a natural block mechanic or whether it's a glitch. If it really is a glitch, I would love to exploit the hell out of it, so I'm interested how it works! :p

Editor Discussion / Re: Kinda cool.
« on: January 09, 2014, 02:13:33 PM »
That sounds great!
Don't be dismayed by people claiming that the content runs out quickly because the campaign never changes. There are some people (including me), who like that design better than cheaply created random dungeons. I think that the campaign map is very well thought out and I have no problem playing it over time and time again. Reminds me of the older games when there was no random map generation and people did not complain back then! :p

Edit: I edited this by mistake, but I reverted it, sorry. With so much power, it's easy to do mistakes =) /hipshot

Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 06, 2014, 08:15:24 PM »
I'm thinking to make a better story, something really immersive, but it's not very easy because we can't know how many players will play, and which role they will choose. I have lot of ideas, but the editor can't allow me to do it like i want. For example, i started a pursuit race, powerfull monster chasing you in huges corriddors, and i have to delete all my work because i can't set the respawn point where i want without teleporting all the team.
Lot of little things like this.

I actually thought about a more immersive story when I played your map. I think that you have created a decent base for such a story.
I noticed that the game addresses the hero in singular in your campaign and I actually thought that you could translate it just as well to heroes and it would still be effective and allow for better multiplayer immersion.
One of my ideas was to have a side story to a bigger universe. Let's say if you liked the Lord of the Rings universe you could base the story around a bigger hero from that universe and have the players act out a major part of helping the hero. This way it does not matter whether there is one or many players going through the story and they can have a very significant role in the main hero's story without breaking the immersion!

This is just an idea though!

Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 06, 2014, 10:44:49 AM »
If you need help with grammar then I am a resident English major you can always contact ;)

Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/2/2014)
« on: January 05, 2014, 11:11:09 PM »
This looks very good. Your custom tilesets make the game look almost diabloesque, but still keep it close to the Hammerwatch style.

I am looking forward for this!

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