Climbey

Climbey

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ShadowBrain  [developer] 31 Oct, 2016 @ 11:09am
General suggestions thread!
Suggest stuff you would like to be in the game and I will see what I can do about it!
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Showing 1-15 of 405 comments
Ralith 31 Oct, 2016 @ 5:13pm 
It'd be nice to have some further development of checkpoint mechanics. Maybe each map should control how many you get, perhaps with multiple difficulties? Maybe different game modes that have different checkpoint rules (e.g. infinite/map-defined/none) and separate leaderboards?

A way to reset your position, checkpoints, and stopwatch all at once would be nice, so you can retry a level without reloading it. Especially useful in multiplayer.
Last edited by Ralith; 31 Oct, 2016 @ 5:34pm
Isabella 31 Oct, 2016 @ 5:59pm 
Dedicated servers.
Moderation tools, such as vote to kick, or the ability to mute disruptive players. maybe hide them from view as well.
Shadowxaf 31 Oct, 2016 @ 6:55pm 
I'd like to see some sort of visible path for moving platforms.
ShadowBrain  [developer] 1 Nov, 2016 @ 6:53am 
Originally posted by Ralith:
It'd be nice to have some further development of checkpoint mechanics. Maybe each map should control how many you get, perhaps with multiple difficulties? Maybe different game modes that have different checkpoint rules (e.g. infinite/map-defined/none) and separate leaderboards?

A way to reset your position, checkpoints, and stopwatch all at once would be nice, so you can retry a level without reloading it. Especially useful in multiplayer.

I am planning some gamemode stuff which will incorporate custom checkpoint settings among many other things so this will be in a future update, separate leaderboard is a difficult thing to do because I'd need a leaderboard system that dynamically allows me to create leaderboards for uploaded levels- I'm not aware of such a system existing right now but I will do some investigating, leaderboards for the built in levels is something I'm already working on.
The reset button seems a bit unneeded since you could just put a bunch of the same level in a row in the playlist I guess? Not too sure if it's something I would personally use or really see a great amount of people use but I might be wrong.

Originally posted by Isabella:
Dedicated servers.
Moderation tools, such as vote to kick, or the ability to mute disruptive players. maybe hide them from view as well.

I can't do dedicated servers with the current multiplayer system I'm using.
This would require me to switch to a different multiplayer system which means a complete re-write, in the future *maybe* but right now it's not in the cards.
Moderation tools make sense! I'll get those in soon.

Originally posted by Shadowxaf:
I'd like to see some sort of visible path for moving platforms.

This feels like part of the extra art polish I'm going to do after nailing the base game.
Will have a look at it.


Thanks for the suggestions folks, you are what is going to make this game great!
Last edited by ShadowBrain; 1 Nov, 2016 @ 6:54am
Ralith 1 Nov, 2016 @ 11:16am 
Originally posted by ShadowBrain:
The reset button seems a bit unneeded since you could just put a bunch of the same level in a row in the playlist I guess?
Strongly disagree. If I want to run a level repeatedly to try to get a good time, I'm not going to know the exact number of times that I want to do so in advance--I might get a satisfactory time the first time, or the fiftieth.

This goes double in multiplayer, where moving to the next map requires waiting for every single player to finish, whereas being able to reset freely means everyone can make repeated attempts or otherwise run around as much as they like without interfering with eachother. Imagine trying to get a perfect run while playing with friends and screwing up the first part of a long map. Sure, you can keep trying just for practice (until you run out of checkpoints, anyway), but your time's going to be ruined no matter what, and you can't give it another genuine attempt until everyone else is done.

Regarding leader boards, lots of games manage to have them associated with user-supplied content, so I'm sure it's doable. Audioshield, for example.
Last edited by Ralith; 1 Nov, 2016 @ 11:19am
ShadowBrain  [developer] 1 Nov, 2016 @ 11:41am 
Originally posted by Ralith:
Strongly disagree. If I want to run a level repeatedly to try to get a good time, I'm not going to know the exact number of times that I want to do so in advance--I might get a satisfactory time the first time, or the fiftieth.

This goes double in multiplayer, where moving to the next map requires waiting for every single player to finish, whereas being able to reset freely means everyone can make repeated attempts or otherwise run around as much as they like without interfering with eachother. Imagine trying to get a perfect run while playing with friends and screwing up the first part of a long map. Sure, you can keep trying just for practice (until you run out of checkpoints, anyway), but your time's going to be ruined no matter what, and you can't give it another genuine attempt until everyone else is done.

Regarding leader boards, lots of games manage to have them associated with user-supplied content, so I'm sure it's doable. Audioshield, for example.

Makes sense! I suppose I didn't fully understand what you were asking of me. I'll see if I can get that in the next update!

Will look at the leaderboard stuff, this I really need to nail so it might take some time to get it into the game.
Dixie Rekt 1 Nov, 2016 @ 12:27pm 
Would it be difficult to keep blocks that are locked from becoming unlocked after running a playtest?
ShadowBrain  [developer] 1 Nov, 2016 @ 12:51pm 
It's difficult because it's not saved in the file, I can make it save in the file but there's a chance that'd break compatibility with older levels, requires some workaround-ing to get working which is why It's not in *yet* but will be once I get deeper into the editor :)
Cat 1 Nov, 2016 @ 4:28pm 
Moving blocks: they should start/stop slowly instead of suddenly changing speed. That way you can intuitively know when it's going to stop or where it's going without the sudden surprise, and it would be more believable. Things in real life would explode with a quasi infinite acelleration.

Level sets: since you'll make leaderboards, we'll want to make a bunch of levels and be a complete set.

Whole-set play. There's a lot of possibilities of game modes, but starting small we can just have the option to play a set not being able to skip levels, to see the whole-set time.
Last edited by Cat; 1 Nov, 2016 @ 4:34pm
Dixie Rekt 1 Nov, 2016 @ 5:15pm 
Originally posted by ShadowBrain:
It's difficult because it's not saved in the file, I can make it save in the file but there's a chance that'd break compatibility with older levels

i can't speak for everyone but I myself wouldn't mind if you have to wipe the workshop (or anything - leaderboards for example) to make the game better.


keep up the great work!

ps - I hope a new level select system is coming. Now that theres 30+ workshop maps it just doesn't work.


ShadowBrain  [developer] 1 Nov, 2016 @ 5:48pm 
Originally posted by Piko:
Moving blocks: they should start/stop slowly instead of suddenly changing speed. That way you can intuitively know when it's going to stop or where it's going without the sudden surprise, and it would be more believable. Things in real life would explode with a quasi infinite acelleration.

Level sets: since you'll make leaderboards, we'll want to make a bunch of levels and be a complete set.

Whole-set play. There's a lot of possibilities of game modes, but starting small we can just have the option to play a set not being able to skip levels, to see the whole-set time.

Not entirely sure the moving blocks thing would be fine with motion-sick-prone folks who have started getting used to jumping haha. I'll look into it, it's relatively easy to do.

Level sets seem cool, would probably make use of Workshop Collections somehow? Will investigate.


Originally posted by fractylan:
Originally posted by ShadowBrain:
It's difficult because it's not saved in the file, I can make it save in the file but there's a chance that'd break compatibility with older levels

i can't speak for everyone but I myself wouldn't mind if you have to wipe the workshop (or anything - leaderboards for example) to make the game better.


keep up the great work!

ps - I hope a new level select system is coming. Now that theres 30+ workshop maps it just doesn't work.

Yes! I've been meaning to redesign level selection- need to figure out a neat UI for it that accommodates for any number of levels though so that'll take some time, which is why I haven't done it yet haha. Might break it up into the tags, or have some sort of scroll bar.
Soon!
Rob_i208 1 Nov, 2016 @ 8:12pm 
There no doubt needs to be an infinite checkpoint option which, if not having a separate leaderboard, just has no leaderboard.

There's some pretty interesting and rather long levels being made, but as you're learning the level, 3 checkpoints is not nearly enough.

If I may propose a crazy suggestion however is what about Prince of Persia/Rewind Time functionality? When activated would rewind or simply blink back to the last grab.
Ralith 1 Nov, 2016 @ 9:41pm 
Originally posted by ShadowBrain:
Makes sense! I suppose I didn't fully understand what you were asking of me. I'll see if I can get that in the next update!

Will look at the leaderboard stuff, this I really need to nail so it might take some time to get it into the game.
Awesome, thanks! It might make the question of when the level really *should* advance a bit unclear, but if resetting yourself also removes the up/down vote button that doubles as consent to move on, and backs out any prior selection on it, things should stay intuitive enough.

No pressure about leaderboards, I'm not the super competitive type anyway. I just wouldn't want to advocate a feature that would necessarily it for those who are.

Originally posted by ShadowBrain:
It's difficult because it's not saved in the file, I can make it save in the file but there's a chance that'd break compatibility with older levels, requires some workaround-ing to get working which is why It's not in *yet* but will be once I get deeper into the editor :)
May I ask how you're storing levels? I don't know anything about the constraints Unity might impose on you, but in general, there's lots of encoding schemes (e.g. XML or cap'n proto, depending on whether you prefer textual or binary formats) that make it easy to add support for new data to a file format without breaking compatibility between versions in either direction. You release a patch that automatically updates existing levels to a forwards-compatible format and then never need to worry about it again. Though perhaps there are other concerns I'm not thinking of.
Last edited by Ralith; 1 Nov, 2016 @ 9:42pm
MDK 2 Nov, 2016 @ 11:47am 
I copied this from the other thread.

1. Collectible items
This genre of game needs collectibles. While doing levels I constantly keep looking for secret areas, but to no avail. This would add a nice element for completionists out there. Each level could have 1-3 secret items.

2. Level specific checkpoints
The levels should have their own checkpoints. It feels a bit cheap when you can put them down everytime you can stand on something.
EDIT: The 3 checkpoint system actually did work very nicely when I started playing the longer and harder custom maps. 3 checkpoints just seems a bit much on shorter levels. I didn't even notice there were only 3 while playing the regular maps since I never ran out.

3. Spikes (and other new blocktypes)
There should be a blocktype you need to avoid. A block that will "kill" you and send you to the last checkpoint.
EDIT: spikes all ready in game.

4. Pickable items
For example there might be a container that has basketballs in it. You can pick as many balls you like from the container. The level might need you to throw the ball at a button on the wall to open a passage. Off course you can't climb using the hand that is holding an item.

5. Puzzle elements
Would be nice if some levels required a bit more thinking. With items and other new feature it wouldn't be hard to add some puzzles to the game.

6. Co-op levels
Levels with puzzles and other gameplay features that require players to work together. For example there could be only blocks that player 1 can hang from. The other player would have to grab the hand from player 1 to proceed.
Casual_npc 2 Nov, 2016 @ 11:10pm 
First off let me say I absolutely loved this game. The first vr game I picked up and didnlt put down until I beat every standard level. I would love to see more background options and some material options. maybe a list of t hings I can replace the dev textures with. sort of how the glove color bar was. I don't know if that's something that could be done or not XD but more scenery.

I don't know if there's a (swing) funciton or movement that can make you swing back and forth while holding on but that would be nice to know if it is there :D

I love this game please keep updating it <3
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