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  [libGDX] Embersol Mercenaries - Online Shooter (New builds for Android/PC/Mac/L)  (Read 4616 times)
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Offline sonnyg007
« Reply #30 - Posted 2014-08-09 02:44:56 »

I guess the new update and PC builds attracted a few new players. I went in-game earlier today to test a few things out and I got to have a short impromptu playtest with a few other players online. Big thanks to Apoptosis, GorrillaOne, and SpiritOfDeath who helped test out a few of the game modes with me. I got a ton of useful feedback and found a lot of things I need to work on and I figured I'd share it here.

Biggest issue was that the game currently puts too many barriers on getting players together. For example the Outbreak co-op game mode has separate match maker queues for the two factions. This combined with a bug that always joined you to the Devastator team when trying to join from squad chat is a critical flaw.
The next update will change the Outbreak mission contract to be from a single third party corporation. So everyone trying to play the Outbreak mission will be put in the same match maker queue regardless of which faction is in control of the zone you're trying to launch from.

The next barrier was that when a player joins the game they have no idea who is online or what games are being played. If you happen to all join the same squad then you'll get a list of player's currently on-line or in-game. Also you'll get a notification in chat when one of your squad-mates joins a game. This works great if you're all in the same squad but this needs to be more global.
The fix I'm going to try is to bring back the global chat as the first thing you see when you log in. It will show who's online, when someone deploys to a game, and a list with the number of players playing each game mode.

Last thing is a few small bugs and tweaks that need to be fixed. Missiles don't reset the shield regen timer so PVP is just about impossible right now. Two players can just circle each other and the shields just regen too quickly to ever take down another pilot.

Probably the coolest thing I saw was SpiritOfDeath hiding behind a wall during the co-op game mode. The most dangerous part of that mode is right when an enemy wave jumps in and I could see they were using the physics wall to take the brunt of the initial attack. The environment physics right now are just in there as placeholders but for the next update I'll be rearranging them to provide some actual tactical use.

I learned a lot of useful things, most important the need for actual playtesting. I should be done with this update in the next day or two, then get started on the pilot upgrades.
Offline sonnyg007
« Reply #31 - Posted 2014-08-26 23:10:22 »

The game is still in development but I had to take a short break the last few weeks as I finalized a move to Atlanta. Happy to report everything went great, got settled in the new place and the job search is going very well. I did have some time to work on those bugs and issues I posted about in the last post. I didn't have time to do a whole news release but the new v1.1.2 is live with the global chat rooms up and lots of bug fixes. I'm currently working on the next release which focuses on pilot upgrades and thought I'd show a sneak peak. I'm working on some balance issues and also want to have the first iteration for game pad support up before releasing this one.





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