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Collision Detection

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Re: Collision Detection

Postby Jediluke » Wed Jan 08, 2014 6:44 am

You are right baha, it should be hated.
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Re: Collision Detection

Postby Drakona » Wed Jan 08, 2014 8:51 am

Well, I mean, if you're someone who likes gauss in D2, as I am . . . it's all good. ;)

And for what it's worth, the beefing up of gauss applies to single player, too, which is very good. :)

I do think we're done with gameplay changes now. This gauss bug was the last in-game problem on my list of things to look at -- especially since fixing it cleared up three or four other things -- and I'm starting to hear from people, "This is the best version I've ever played" and even "It's perfect, don't change it any more".

That's not to say we won't uncover some other subtle problem in the next few months. The level of play is high enough now that we are starting to uncover bugs in the original game and find them to be intolerable. That could happen again as we all get better.

But the only projects I have on my list aren't physics-changers. In fact, there are only two important things left at all: I need to do peer-to-peer for anarchy, and we need true in-game ping and loss displays. On top of that, Realm has offered to build a mac version of both D1 and D2 Retro 1.2, which was the other important thing. After that, it's all inessential meta stuff like observer mode.

So I'm hopeful that the gameplay is stable at this point. I think, at least for ladder matches, we could play on 1.2 for a long time -- though I'd want ping and loss displays if I could get them; I grew up on D1x, and it had them. So maaaaaaybe one more version after this one.

We're very close to stability, though. Very close indeed. With the exception of client/server, I literally am not aware of anything else I perceive as 'broken'.
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Re: Collision Detection

Postby Jediluke » Wed Jan 08, 2014 9:59 am

exciting that we're nearing the end of game play changes.

I look forward to the fun stuff like observer mode and the ping/loss thing is needed as well.

Excellent job Drakona. I've slowed down on finding bugs for you to fix ;)

We may have to revisit the 25 fps homers though ;)
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Re: Collision Detection

Postby Drakona » Wed Jan 08, 2014 10:24 am

Thanks. :)

I dunno about the homers, though. I'm really thinking the 25 FPS homers are pretty awesome. They're incredibly easy to escape when merely chucked, and darn impossible to get away from when used right. That is exactly as it should be and as I remember, and I don't see any reason to mess with it further. :)

I do think the slightly weaker homers in 1.2 favor you relative to 1.1.1. They're the homers you played with for years and years, and you know how a lot about how to get away from them, and how to use them right. I mean, one of our first 1.2 test games in Athena, you held me to six. I'm adjusting, but you're still a beast in there.

On a totally related note, I can't remember the last time I had a smart missile accident. I mean, I've gotten stuck to walls and stuff -- that doesn't count -- but I don't think I've had an "I'm about to dodge this oops I died" moment since 1.2 came out. :)
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Re: Collision Detection

Postby RiTides » Sun Jan 12, 2014 6:20 am

Agreed Drakona! I played a Nysa anarchy in 1.2, and it felt just like old times :).
Ping and loss displays could be sweet later, but I think this version is basically perfect for gameplay!
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