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Level Zero Games • View topic - Net Gain: PATCH 0.5.1!
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Net Gain: PATCH 0.5.1!

Near Future Corporate Espionage!

Post Tue Aug 06, 2013 5:42 pm
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Posts: 60
Location: Chicago

President - Developer

Post Tue Aug 06, 2013 7:13 pm

Posts: 12
Location: 19th Floor - Logistics
I loves it all.

The order you listed is basically my preference for what will make the prototype most playable. A stable economy is necessary for long-term play. Interesting Operatives are the hooks that make that long-term play more interesting. Missions too, but in a less personal way. They add the spice that makes your Operatives useful or gets them killed. The War Room...I could wait on tbh. I always assumed it was a late game feature and not central to the basic gameplay loop. I suppose not knowing how funky the new Intel system is yet, I don't know how useful it might be in dealing with it.

In truth I'm looking forward to the art assets most at this point. I know it's rather shallow but the simulation looking like a game is a big part of my immersion. On Operatives, I'd settle for just seeing a static image of an Operative standing there, or with minimal animations, whatever is necessary to test some stuff. Graphics are one of those things I want pretty badly, but I figure take a back seat to all the mechanical things that could be hooked up or fully implemented.

So yeah, keep truckin'! Can't wait for the next build.

Post Tue Aug 06, 2013 8:55 pm
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Posts: 60
Location: Chicago

All the features are integrated, and I'm guessing chunks of those things will be done while the others are worked on just out of necessity. War Room stuff is "part of the game" now, so it's getting iterated up along the same paths.

Those static images for operatives - in order to have enough variety for the plethora of ops and to avoid the whole army of clones thing - is going to be the biggest chunk of time to make.

Also, fiddlin' with tooltips. Mostly they just get in the way though.
Image
President - Developer

Post Tue Aug 06, 2013 11:36 pm

Posts: 29
When do you expect this update to come out though desura ?. I still have 4.1 but this update looks great.

Post Wed Aug 07, 2013 12:40 am

Posts: 12
Location: 19th Floor - Logistics
With the right positioning it might work. Or consider what Domions 3 does, and makes all tool tips right click to show.

Cutting back on the amount of letters used where possible might help too. (Min. versus Minimum, ect...)

Post Thu Aug 08, 2013 10:21 am
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Posts: 60
Location: Chicago

President - Developer

Post Sat Aug 10, 2013 8:00 pm

Posts: 29
thanks for the feedback, i can wait and i have been waiting for many other games as well thanks for letting us know please when you have time keep us informed :).

Post Sun Aug 11, 2013 2:56 am

Posts: 5
I'll greatly look forward to it as well.

I hope that with mission planning we'll be able to do something like:

"Hey, why are my operatives trying to use a VTOL in their mission when my pilot is a Helicopter specialist? Let's switch that out for a Helicopter to play to my operative's strengths," sort of thing.

Also, where is a link to the Bug Reporting part of the process? I can't seem to find the link you originally sent out for the life of me. You said to put suggestions for the game into there, right?

Post Sun Aug 11, 2013 8:19 pm

Posts: 12
Location: 19th Floor - Logistics

Post Thu Aug 15, 2013 12:25 pm

Posts: 2
All these updates are making me drool. Maybe I shouldn't be checking in here so often. :lol:

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