[RELEASED] Reckless Stunts - Racing Game

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Re: [RELEASED] Reckless Stunts - Racing Game

Postby e.r. » Tue Mar 11, 2014 6:53 pm

I see, there is a lack of feedback to the player, for what is going on.

I will use the pop up bar that appears on the button when using the power up to send messages to the user, or add one like the KERS / Air time.... bu with different color for information.
And at the end scene make it more relevant, the new record simply appears next to the text with a " (R)" marking a new record.

smartus wrote:Hard is not bad. Remember flappy bird BTW is the travelled distance correct? It feels like I am going twice as far as the number shows


Nice Extreme observation ! the correlation between the bodies and physics is 32 constant but for the distance it is 50, I remember doing some calculation, and ended up using 50 based on the length of the car to make the length of distance traveled measured by the car length. Example if you put car nose on point A and move the car tail at the same point you will see the distance increase by ~3 meters which felt more realistic than the normal meters fetched from box2d. ( I don't know if I explained in a clear way )
In addition here there is a limitation the distance is calculated based on X axis only, while in reality I must do an algorithm based on the car angle etc...to get into consideration the slops. But I don't think anyone does that right?
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby Mip » Tue Mar 11, 2014 7:22 pm

Can't you increase the distance var every 10 milliseconds by calculating the distance between prev and actual two vector2 ?
Ok, not perfect, because jump will add some distance, but nicer for the player : biggest score ;)
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby e.r. » Tue Mar 11, 2014 7:41 pm

Mip wrote:Can't you increase the distance var every 10 milliseconds by calculating the distance between prev and actual two vector2 ?
Ok, not perfect, because jump will add some distance, but nicer for the player : biggest score


Good idea, at least better then the X only. I just need to check the calculation's CPU consumption.

/*
Because I literally milked every single FPS out of the low end devices. If you try the game on a small device with resolution (480X320) you will see that the distance updates slowly (every 100ms) and not as fast as the HD devices. Because updating the text consumes a lot of CPU, and my main target users that stick around are the ones with low end devices
*/

If the vectors calculation doesn't add too much stress then it is going to production :)
Thanks !
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby Nonejm » Wed Mar 12, 2014 1:17 pm

I agree with MIP and smartus comments
"we have the impression to always loose

On the first plays you have to make some impression on the users,
Maybe colect something for a bonus upgrade car with bigger wheels or ...

I missing the finish line and/or a winning feeling

The game is not bad, and the menus are fantastic.
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby e.r. » Wed Mar 12, 2014 1:35 pm

Nonejm wrote:I agree with MIP and smartus comments
"we have the impression to always loose

On the first plays you have to make some impression on the users,
Maybe colect something for a bonus upgrade car with bigger wheels or ...

I missing the finish line and/or a winning feeling

The game is not bad, and the menus are fantastic.


Thanks Nonejm, Agree, I will add a couple of stuff at the first couple of times the player is playing, to point him explicitly to the fact that he needs to beat 33 challenges, to increase his driving level. And at the end scene put also the distance in RED or color different than yellow.
Because it seems, same as me, the users just jump into the game and don't read the full description or watch the whole video (based on youtube analytics) to get complete info.
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby valka » Wed Mar 12, 2014 2:21 pm

Looks like a good game !
going to try it for sure after work :)
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby Mip » Wed Mar 12, 2014 2:44 pm

Just thinking...
Perhaps make a "First Ride !" Achievement to unlock something on first play.
Players will understand and will not see "Locked" everywhere :)
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby e.r. » Wed Mar 12, 2014 2:58 pm

In the french version inside the achievements I have put instead of LOCKED/UNLOCKED ---> OK / KO

I don't like the word LOCKED either, but If UNLOCKED is replaced with PASSED what should I put the antonym ?

FAILED instead of LOCKED is also not pretty for the same argument you guys mentioned the feeling of failure :P
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby Mip » Wed Mar 12, 2014 3:28 pm

Do you need words ?
Perhaps just Tick/Cross sprites Or just changing the text color.
But the real thing imho is to give one success to player on first play :)
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Re: [RELEASED] Reckless Stunts - Racing Game

Postby e.r. » Wed Mar 12, 2014 3:51 pm

Yeah I was asking for words. The first run prize is a very good idea. Thanks a lot for the feedback MIP : ) !
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