First impressions

3 replies [Last post]
edge_hog
User offline. Last seen 14 years 6 weeks ago. Offline
Joined: 2010-09-23
Posts: 8

Hello!

Here's some pretty big wall of text, but i couldn't resist. Partly it will seem irrelevant to the main topic (Feedback & Suggestions), but in a sense everything i put down is a feedback, and it may contain suggestions too, besides some questions, of course.

Game experience

There have been some years for now since i played either Worms:Armageddon or Worms:World Party. I loved both. The overall gameplay and the funny weapons made them every minute worth. Now, that the Worms: Reloaded came out, it was an opportunity you couldn't miss. Well, actually, you could. Although it has new shiny weapons, some nice features, but all in all, it's a huge letdown. I wouldn't go in details, everyone interested please try the game out yourself, you'll see. At this point i decided to go back to the 2 older games mentioned above, however as they don't run natively on a win7 without tricks (Thank you, Microsoft!), and as they refuse to work even after applying said tricks posted all over the internet, i had to see for something else, preferably open source, that's how i found Hedgewars. 3 words come to my mind:

You. Guys. Rock.

The look and feel of the game is very Worm-like, except for the obvious fact that there are hedgehogs. The weapons are also similar to the ones i've got used to, with minor/major changes. And here comes the inevitable question:

Did you change the weapons due to copyright reasons, or wanted to be unique in a way and not only copycats/fans?

If the second, will it be possible to use the Worms series' weapons? A suggestion would be to make "weapon sets", a submenu-like addition to the already existing ammonution menu, where one can select which set he'd like to use and customize. (E.g. "Hedge weapons", "Classic Worms", "Everything", "Custom", and so on.)

This would apply to the original graphics/sounds/misc in-game items too, tho' some legal issues may occour there.

Back to the game. I'm glad that jump, small jump and backflip are all implemented, though the forward jump seems a bit "sudden", and of course backflip misses the flip part. Will they be changed, or is it the final style? Just asking.

It's also a nice touch for keeping the increasing bubbles while pressing space. They seem a bit "pale" though, and when aiming downwards, they seem to be misplaced at certain weapons (bug?).

Lurking through some of the forums topic's i saw that this issue has already been mentioned, but will repeat it, because it strikes really in-game. And that is the high "bouncyness" of grenades (and the mines of mine-strike). There was a simple setting during battle called "min bounce" and "max bounce" even in the older worms games which was very useful and would solve this problem.

The moving and interacting animations are cute too! Some sounds are missing (or maybe it's intentional? Like no sounds while taking damage of flames.), and some animations loose the cap, but it is really good!

I've read also that the programmers don't want to make the game 150% customisable saying it would make the setup overly complex and also mess up on-line gameplay. In my opinion you could always make the on-line play restricted to "official options", whereas in single player allow much more possibilities. Oh, btw, i haven't seen turning fall damage on/off option, not that it's used much, just out of habit. Oh and the "bleeding" eyecandy either.

I looked around the webpage but couldn't find a decent description of all the weapons included in the game, the ingame tooltips are helpful, though!

A weapon fix suggestion: now, when using the RC plane, after the launch the time freezes. Imho it shouldn't, thus making the player act fast and precise and not flying around for hours...

And the last one is a question to the authors:
What is your stance in this game being open-source? Do you think it's basically yours (but source viewable), so when we contribute to the awesomeness you do, we have to wait until the next version comes out? In this case, your doing it right, keep up the good work! Looking forward to further releases!
Or do you try to make it widely modular and/or customizable (as in open-source -> common property)? Then maybe some more in-game allowances (apart from those LUA scripts that look cool), and maybe some periodical "extension packs" (user content: flags, maps, caps, etc.) apart from the official release would help it much! The game OpenTTD comes to my mind where you can download user-content directly in-game through a built in surface. Not that this game needs something like this yet, but i hope the idea is clear.

Thank you for reading (or skipping the blah blah), and i wish you the best!

Smaxx
Smaxx's picture
User offline. Last seen 13 years 28 weeks ago. Offline
Joined: 2009-04-29
Posts: 391

Wheeee looong wall of text! - In case I skipped something, just scream!

Weapons style: Partially this, partially that, ... e.g. the "Homing Bee". Before it was a technological item, a "UFO", a flying globe blinking and aiming for the enemy with some smoke trace - what could be more fun? doing some 1:1 copy of a guided missile or do some whicked possibly brain damaged stuffed with explosives kamikaze insect? If that question isn't enough or you answered "the rocket" ... there are lots of people screaming "it's a Worms rip off!" over and over again - which it isn't. Some things might look familiar but we really try to be unique without losing some interesting things or simply classics (e.g. we won't touch the bazooka or basic grenades that much if at all).

Weapon sets, original assets: Well, similar answer to above, and in addition ... we could need a lot more graphics and animation for the one weapon set we've got so far - so another one? Very unlikely ... and we can't use any assets created by any gaming companies just due to copyright restrictions.

Jumps: See above ... someone has to do the animation and someone else might have to include them.

Animations/sounds: The next release will feature a lot more sounds, e.g. hogs will always cry in pain if hurt by something (flames, falling, etc.). Disappearing hats ... due to the way the hogs, hats, etc. are drawn - but we're working on improving it.

Customization: There might be more customization options in the future but in general we'd like to keep the experience quite straight forward without surprises, especially in online play but in hot seat as well. Lua scripting however allows at least some modifications or tweaks, play the "Knockball" map to see an example. Bleeding ... never felt it's something I really missed.

Descriptions: There is an inofficial manual (but it's outdated) and compared to commercial projects there is constant progress on the game making writing a manual quite time consuming (you have to update it from time to time etc.). So maybe later on, but it's quite low on our priority list. Might do some quick start guide some time.

Open Source: In general patches or modifications (or more general: contributions) can be done by anyone posting them on these forums or our google code project page (issue tracker). However we won't include everything submitted nor will we keep everything out (if it's good and in the "spirit" of the project it will very likely be included). We also won't stop anyone from creating their own forks or builds but in general people should just play the current official release and wait for the next release unless they'd like to try out some new features (or play their own game) as different versions aren't compatible with each other. For such things there's also an updated precompiled binary build for Windows available that is updated once or twice every week. Right now there are plans to make something like "content packs" available (and easier to install) but that's nothing you'll see in the near future (as there's still lots of work to be done).

Edit:
Missed one thing - but think you read about it anyway ... weapon offsets (the point where the projectile as well as the power bar originates) will be adjusted in the next release so it's more realistic (and hopefully more newbie friendly). This won't affect thrown stuff like grenades.

Cairo
Cairo's picture
User offline. Last seen 1 year 34 weeks ago. Offline
Joined: 2010-07-06
Posts: 198

The Unofficial Manual has been updated now, Smaxx.

Style is spelled style not stile.
Use Dropbox to backup your important goodies!

edge_hog
User offline. Last seen 14 years 6 weeks ago. Offline
Joined: 2010-09-23
Posts: 8

Thanks for the long and deep answer(s)! Smile

User login

Copyright © 2004-2024 Hedgewars Project. All rights reserved. [ contact ]