Alpha - The Good, The Bad, and The Ugly

Discussion in 'Planetary Annihilation General Discussion' started by veta, June 7, 2013.

  1. veta

    veta Active Member

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    The Good
    I'm impressed with how far into development the game is for only 9 months. I admit I am a little worried we only have 6 months left to go.

    The units and terrain look good and compliment each other aesthetically. Even when silly stuff happens, like a ravine inside a mountain range, it looks good. :lol:

    The animations are generally unique, interesting and further along than I expected. I think my favorite unit is the Sheller artillery. Whoever made that, I love it.

    The player color system works well. Secondary color doesn't show up on strategic zoom but I suspect once it does it will be easy to distinguish many players. I'm sure Uber has ideas on how to do that. Solid colored icons with a secondary color outline could work.

    I'm also digging the way technology is set up. Factory-specific engineers are required to build the next level factory. This was always the plan but it's nice to see it in action and it feels right.

    The Bad
    All of this will probably be repeated ad infinitum, so in rapid-fire:

    • awkward planet rotation controls: hold z, hold middle mouse, arrow keys or mouse wheel on horizon
      -i'm using the hold middle mouse and mouse wheel on horizon mostly
      base disorientation after rotating planet
      strategic zoom only giving 1/4th map coverage
      -no pun intended, it's difficult to wrap your head around the map
      slight delay in order responsiveness (might just be alpha)
      -supcom had a slight delay in order response too and it really bothered a lot of people. I hope PA doesn't suffer from that. Zero-k is very responsive so it is possible in this type of game.

    The Ugly
    Stuff you would expect in early alpha:

    • games slowing down to a crawl
      crashing/sim termination
      pathing/units getting stuck (in terrain and factories)
      being unable to communicate in game

    Some QoL stuff I'd like that Uber may not be considering:
    • "under attack" or "stalling" voice/noise alerts and pings
      knowing what's attacking - attacker ghosts
      basic unit AI like in other RTS
      -idle units retalliating when attacked from outside LOS, units fleeing if unable to retalliate (such as if attacked by air, navy or artillery)
      -nearby units retalliating if a nearby unit/structure is attacked from outside LOS


    All in all pretty good. It's been a lot of fun sandboxing the game and I'm looking forward to seeing alpha develop.

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