Haydee
(Haydee Minigame) HUNTED [Version 8]
 This topic has been pinned, so it's probably important
Jack Unova  [developer] 1 Apr, 2017 @ 1:08am
Feedback/Suggestions
Just so that I can see them easier.
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Showing 1-5 of 5 comments
klimat13 2 Apr, 2017 @ 7:33am 
Praise:
I've completed Haydee two times now both on softcore and hardcore, getting all three endings, so there really were no reasons for me to come back, now a mini game mode is exactly the right thing to pull me back in, since those can be played again and again in short time intervals without commiting to another multi-hour playthrough. Any addictive short minigame is always good in my book, so props for the core idea of the map. I also appreciate the way players can choose a weapon of their preference at the beginning.

Criticism:
Maybe it's just me, but so far HUNTED seems to be way too hard and way too random. Due to darkness, the only things clearly visible are power batteries and slashers. I can understand power slots being hard to spot as the part of the concept, but I definitely think it is not a good idea to hide extra bullets and first aid kits in the dark as well. As it is, I was only able to spot those by chance, randomly bumping into a bullet/health box. With slashers spawning indefinitely all the time, missing extra ammo is basically a guaranteed death sentence. Also one time I got "lucky" and was able to collect two extra ammo boxes in relative piece, only to bump into a group of like 15 slashers all at once, which was a complete slaughter. So I'm not sure how those ammo drops work exactly, but I would have made them more obvious to see and would also made them spawn in certain circumstances to counter endless enemy spawn.

Bonus Ideas:
Since you already have enemy spawn scrips and weapon select mechanics ready, you might as well try to apply those on differently built maps to see which one ends up the most popular/the best. Maybe next time make jumping over cliffs an additional requirement to spice things up etc.
SuperStranger 2 Apr, 2017 @ 7:53am 
i can't finish this. I need more ammo xD
Jack Unova  [developer] 2 Apr, 2017 @ 12:11pm 
Admittedly the ammo and enemy spawn system is flawed. My biggest issue is that I don't know how to program a better spawn rate. As of now, haydee doesn't seem to allow me to spawn in one and only one per spawner, though maybe someone has already figured that one out.
As for ammo, they all end up in the same 5 spots of the map, but it is poor design if the only ones who know where is me and any Metagamer. I would love to add a drop system to the game, but the game crashes anytime an item is added to them. I thought of replacing the bot with a ragdoll container, but they would just spawn in one location and not where the bot died. I would need some sort of code to do that.
Lastly, I'm thinking of a way to give people the code I used, though I'm not sure how as I do not have Dropbox, nor do I intend to. I'm thinking of just posting text that looks like my code and posting it in a separate discussion. I'm fine sharing it if it means more people will try to make maps.
UrielManX7 24 Apr, 2017 @ 11:21am 
I personally don't agree with the random and endless spawns; because the doors are random too, it means you are on a timer, with finite ammo, so winning or losing is also random, which I think hurst the experience.

I would suggest set spawns on certain locations (the corpses could also serve as way markers); or, instead of the spawns being on a timer, make them on events, like in the vanilla game, like whenever you pick an item, or you pick a battery and put it on the socket.

The mod definitively has potential, but it also has room for improvement, and hopefully more ppl will get into modding maps because otherwise this game is dead until they decide to make part 2.
Jack Unova  [developer] 25 Apr, 2017 @ 5:46pm 
About that, I tried to make it so that it only spawns when a hunter has died. The problem is that the game's code doesn't seem to allow that. Even the main game doesn't work like that. The reason I don't use events is because it would be too easy and predictable if you knew that only one hunter would spawn everytime you did something. There are still problems with this minigame regardless of what I say, but there's not a whole lot I can do aside from making the game more playable.

I do agree with you about map making, this game needs more mods or something in order to keep this game alive. That, or a sequel with modding in mind.
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