Author Topic: Project Nimbus Pre-Alpha (Sky Shooter) impression.  (Read 3273 times)

Offline Oreo_Blue

Project Nimbus Pre-Alpha (Sky Shooter) impression.
« on: April 24, 2014, 12:03:14 am »
So, I've played the pre-alpha. Here's my impression:

1. The mouse cursor in the main menu is quite irritating, it feels "laggy".
2. No option for screen resolution and full screen mode yet.
3. Core gameplay is quite good.
4. Is there a way to select the target when we use lock-on?
5. The game sometimes halted for a second or so when we are surrounded by enemies.

Overall, I enjoyed this pre-alpha.

Offline PentaX

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #1 on: April 24, 2014, 09:31:56 am »
Hello

Thank you very much for trying the game and very detailed feedback!

Offline mikebrand83

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #2 on: April 24, 2014, 02:55:16 pm »
For those wanting to see your computer's performance with the game:
  • Open the console with ~ key
  • Type in (without quote marks) "stat fps"
It should now display your FPS.


Personally, on the current pre-alpha's default 1280x720 resolution and "Graphic Card Melt" setting, I get max of about 62 fps, down to about 52 fps when boosting through clouds directly towards enemies, and down to a min of about 44 scratch that since I managed a 32 fps once when I go a lucky sword sweep that took around 7 enemies at once and the screen just filled with smoke and debris  ;D.
« Last Edit: April 24, 2014, 02:59:48 pm by mikebrand83 »
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Offline darkvalk

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #3 on: April 24, 2014, 03:06:19 pm »
I share the same impression than Oreo Blue, and I'll add :

-No option to change to remap the controls yet, which make controlling the BF a bit difficult when you don't have a QWERTY keyboard. (^_^;)
-A bit sad there's no multilocking for the micromissiles.

That aside, the pre-alpha is really enjoyable, with a solid gameplay.

Offline Ledabot

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #4 on: April 24, 2014, 06:02:53 pm »
I suppose that since I missed the kickstarter I can't get in on thins action. Well, have fun guys. I'll just be playing some game in single player by myself over here.  :'( /manly_tear

Offline mikebrand83

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #5 on: April 25, 2014, 07:38:52 am »
Some random impressions:
  • Love the sensation of speed.
  • The screen seems to get glitchy if you look either straight up or straight down.
  • Compared with your other weapons, the power balance for the beam sword seems a little off. Or to be more specific, it feels like the other weapons are not quite powerful and/or not fast enough. I find that on later waves, I end up mostly falling into a pattern of hit-and-run attacks using boosters and repeated sword sweeps (whacking both enemy mecha and approaching missiles), occasionally dropping decoys as I go. Trying that with the machine gun tends to take out maybe just one enemy per-pass, and you end up taking a hell of a lot more damage doing so.
  • Personally, I'd like it if there was a numerical indicator to show exactly what your HP remaining is, instead of just the mecha picture changing colour.
  • Oh, and it would probably be nice if the beam sword had a different colour than the booster exhaust. It just seems sort of weird when it looks like you're sweeping your booster exhaust as a weapon.
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Offline Oreo_Blue

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #6 on: April 25, 2014, 08:23:48 am »
Yeah, different color for the booster and beam saber is definitely welcome.

Offline mikebrand83

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #7 on: April 25, 2014, 09:32:37 am »
-No option to change to remap the controls yet, which make controlling the BF a bit difficult when you don't have a QWERTY keyboard. (^_^;)
Tried manually editing the config files?

There's:
Engine\Config\BaseInput.ini
UDKGame\Config\DefaultInput.ini

Both with
Code: [Select]
Bindings=(Name="W",Command="MoveForward")... And so forth. Just back them up first, then edit them as needed for your keyboard.
Click here for my games giveaway thread」 (Last Updated: August 18, 2017)

Offline Oreo_Blue

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #8 on: April 27, 2014, 04:48:49 am »
Impression of the pre-alpha ver.02 (tested with Joypad):
1. The main menu selection is still lagging (even with Joypad).
2. In-game camera is having a hard time following the Battle Frame movement. Especially when the battle frame move backward and side to side.
3. Joypad control is quite responsive.
4. Default button configuration is not really to my liking. Here's my suggestion:
Spoiler


Offline PentaX

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #9 on: April 28, 2014, 06:40:36 pm »
Thank you!

Offline mikebrand83

Re: Project Nimbus Pre-Alpha (Sky Shooter) impression.
« Reply #10 on: May 18, 2014, 11:09:46 am »
Reusing this thread, to make feedback on the current/last "SkyShooter" alpha.

In my opinion...
[Good]
* Being able to play properly with graphics card melt setting, full screen, and 1920x1080 resolution ("stat fps" console command shows typically 33 fps on my machine).
* Multi-lock missiles.

[Room for improvement]
* HUD adjustments/options that I mentioned in the "HUD redesigned." thread.
* Perhaps consider a keybind reassignment, so that machinegun has its own separate keybind as a primary weapon (accessible at all times). For example on PC, Left-Mouse for firing machinegun, Right-Mouse for firing missile/railgun/etc (holding down for missile multi-lock), "T" key for selecting/deselecting target lock.
Click here for my games giveaway thread」 (Last Updated: August 18, 2017)