Here are my notes so far on RTOB. I'm about 10-12 towers in so far.
(1) "Completed" score - after completing one level it still said 0%. Started increasing with subsequent levels but there's a psychological aspect to that first 1%! Can we round figures up rather than down?
(2) I destroyed all three spiders on a level and it did not end (no failure states?). Is a failure state intended for "insufficient klondikes"? I note that time limits do fail levels when they run out.
(3) Would like to be able to have spaces in player name...
(4) Spiders running programs cannot be controlled manually at the same time - in original TOB one could turn and fire whilst a program was running (good for strafing runs!).
(5) After failing/quitting a tower, it featured a (1) in brackets after the name. Is this merely the number of retries? Should this be made a little clearer?
(6) No breakdown of the scoring system is given on completion yet.
(7) I tried the 'FFF' bug - and it didn't work! Well done!
(8) No tutorial as yet - can we have in-game messages? Original TOB required the manual to explain the tutorials.
(9) Replace the "..." symbols in the level select with arrows and only show them when they are clickable (or grey them out). On completing/failing a level, return to the same page in the level select rather than back to the beginning.
(10) How does the unlocking of towers work? It doesn't seem to follow any logical pattern on the list. Is it still using the unlock methods of the original?
(11) Clicking on the "X" or "TOB" buttons in the corner quits the tower with no warning. There's an exit button in the same place when the game is paused. Is this being used?
(12) Are there any plans to introduce some of the options from the original, such as crosshairs, tower information, spider camera position and a quick restart option (rather than quitting and returning)?
TOWER DESIGNER:
(1) Text editing ability required for tower title / author's name - even just arrow keys/home/end/etc (mouse clicks would also be nice).
(2) Number of stars (effects menu) - has to be clicked up singly! Cannot type in box?
(3) The "Turbolift" has apparently been disabled... :-)
(4) I love the extra space and levels we have to play with!
(5) When placing spiders, such as Grabber, if you had a Grabber on the level already and placed a second the designer would remove the first. Can you add this here?
Re: ToB Remake
@Artinum
Thank you a lot for your first comments about the test version. I guess I will solve of some of the issues you have described above. Are you able to add your comments to the bugtracker site?
http://test.latzig.de/bluebug/
It can be also used for adding feature requests. It is easer for me to have all the comments and bugs on the bugtracker in an own database instead of having them spreat over the forum threads. I can also mark tickets for opened/closed then and we are also able to easily add replies to specific tickets.
Re: ToB Remake
Zitat: Mayo Are you able to add your comments to the bugtracker site?Apparently, though it seems pretty buggy in itself to me!
I'll endeavour to do so.
Re: ToB Remake
Comments added. I think I doubled the list!
Re: ToB Remake
I don't know how to poll always for latest version in the forum, so I will do new post here:
This version fixed also some bugs, which are not listed on the bugtracker site. I found some issues with the proximity mine when playing tower #63 ("Quick'n easy").
I have played now about 60% (tower #69). I hope another person is also playing through all towers. I found out, that some bugs are very hidden and are only running into trouble in some specific cases (like in tower #63).
While fixing bugs I will work for a better 3D engine over the next weeks, which can animate explosions and can output sounds, but the engine is not so complex like writing the game logic for tob.
Re: ToB Remake
Since you mention it - how is the game logic coming along? Have you managed to fix the problems that occured e.g. when several creatures/spiders try to enter the same square at the same time from different directions? That broke a few of the original towers, I remember.
Also: great to see this moving forward again. Yay!
-- Dr. Hans Zarkov Rocket scientist & freelance genius Formerly of NASA Deathrays a specialty
Re: ToB Remake
Zitat: Dr. Zarkov Since you mention it - how is the game logic coming along? Have you managed to fix the problems that occured e.g. when several creatures/spiders try to enter the same square at the same time from different directions? That broke a few of the original towers, I remember.Yes, I guess it is a "next generation" game logic (though it has open issues with lifts and forcers) :-)
Normal movements of objects to same floor should be solved now. I try to collect all collisions in one step of the game logic process. The priority of collided objects is based on the type of the objects itself, e.g. a hopper has limited memory to store is movements, a thumb push block not ;-) Pushed objects have higher priority than normal movements, etc...
We have to find out the issues with game logic by playing through all the towers.
The current ticket "Spiders and moving lifts" is a good example for a bug inside game logic. In some cases it doesn't detect a collision between a lift and objects.
Re: ToB Remake
I've added another bug report - one tower is unplayable as exchangers no longer count as kills...
Re: ToB Remake
Zitat: Artinum I've added another bug report - one tower is unplayable as exchangers no longer count as kills...Thank you for the bug report. I guess I will try to fix it this weekend. It seems it is easy to solve.
I am working for an external project at the moment (in Hannover, about 350km from Flensburg), so I am not often at home.
Re: ToB Remake
Sorry, I don't have time for RToB at the moment, but the development is not dead. I guess I will make more progress next vacation (like in december/januar)