33rd DIVISION IN APPSTORE 10/22/2009

Discussion in 'Upcoming iOS Games' started by craneballs, Jul 31, 2009.

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  1. russiaone

    russiaone Well-Known Member

    Jan 4, 2009
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    Pimp
    San Francisco
    Like the new additions, of course. How can I not like menu music when before there was none. The character art is pretty darn good, although I do think you should've just brought over the guys from Blimp. The powerup system is pretty good. But I would much rather be able to pick them up and use them at my discretion, rather than have them be used right away.


    Maybe I'm missing something, though. Back to playing...
     
  2. AaronAMV

    AaronAMV Well-Known Member

    Mar 23, 2009
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    WHO KNOWS
    The menu button still doesn't work after dying.
     
  3. craneballs

    craneballs Well-Known Member

    For those with no email from us please download it from here:
    divisionbeta.craneballs.com/beta2.zip
     
  4. RayLancer

    RayLancer Well-Known Member

    Dec 8, 2008
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    Sacramento, CA
    Very interesting game. My first impression was I felt like I was playing Flight Control, but the more I played the more I got into the game. Its pretty fun and nerve wrecking at time trying to sneak around the enemies. I can't wait to see this game evolve more.
     
  5. russiaone

    russiaone Well-Known Member

    Jan 4, 2009
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    #185 russiaone, Aug 15, 2009
    Last edited: Aug 15, 2009
    On the main splash screen are the Tutorial and Statistics choices not supposed to be working? Mine don't. Oh, is there anyway you can make the main splash menu select animated?

    You know, all the soldiers are having a conversation? The more animated the better, I say.

    And just thought of an addition, maybe. Is there anyway you can implement a warning sound system, so when I'm too busy leading my men around an alarm could sound. Maybe a sergeants voice telling me I'm in over my head.

    Oh, I'm still getting slowdown on my 3GS. I'm gonna go ahead and reboot and see if that helps.
     
  6. Devilishly Good

    Devilishly Good Well-Known Member

    May 1, 2009
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    The Underworld
    I left a comment regarding the latest beta in the social group but will leave similar feedback here. The enemy guards seem to be much quicker in turning around...instead of a slower sweep, they are turning much faster. Also, they seem to be more omniscient as several times I've had people pathed to go around them and they suddenly turn and charge straight for them getting them killed. In the last beta I was scoring into the 30s and 40s regularly, but with this last one I couldn't get out of the teens.

    I also had paths drawn next to the bottom edge of the shack react oddly with the lampost at the lower right corner of the shack. The paths would seemingly bounce off making a 'z' shape.

    Also, the soldiers for whatever reason did not seem as responsive to being tapped into hiding and back out.
     
  7. pluto6

    pluto6 Well-Known Member

    Jun 21, 2009
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    Funny in this beta I am getting into the 100's... I have a harder time with the lives mode interestingly then the timed modes.

    The powerups are "interesting"... The ones that help are fine, but after you learn the ones that are bad - sleep, death, I just avoid, and the guards never seem to run into them, so what is the point?

    The voices are nice to have, but the regular soldiers are the most common, and it is obvious that there is only 1 person doing all the different people, even though all the soldiers are different - I would try and get him either to change his voice, or get other sound bites with the same comments.

    I agree with Devilishly that the guard turns are much faster, and since it is unpredictable - you can die easier. I think the reason for better scores for me is the power ups, otherwise would have worse scoring.
    The fast turns almost seems artificial as well even though in reality people would turn in a second or less, but for the game, I think a slower sweep works better.

    There does not seem to be the tracking bug around the building anymore - not that I can see - there is an occasional slow down at the building, but not the turn around thing, or an extra line drawn in by the game.

    Its coming together very well I think.

    Any chance that some of the powerups can be user controlled? Like the freeze, or invisibility - not too much sense having it on at the back of the field, although there is enough time to gurantee the guy gets to the goal.
     
  8. eggzbacon

    eggzbacon Well-Known Member

    May 17, 2009
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    The Golden State
    Yay!
    The lives mode is much much funner!
     
  9. sam the lion

    sam the lion Well-Known Member

    Jan 12, 2009
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    I agree on this. Another thing - I didn't understand how bonus points work in lives mode. Sometimes I get 2 or 3 points for a soldier, but when does it happen?
     
  10. craneballs

    craneballs Well-Known Member

    Hi,

    it depends if it's a soldier, medic or sergeant...

    But what do you think on power-ups? Anyone has any interesting and funny ideas?
     
  11. pluto6

    pluto6 Well-Known Member

    Jun 21, 2009
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    I had not really thought about funny before - but it just struck me - doing guard duty - maybe you could get a power up for making one of the guards (so then there is only 1 left) that goes into the guard house to take a leak? "Bathroom break".. or another one that makes the guard go to a corner - and stays there for a few seconds - "smoke break"

    Bathroom Break Dialog could be : Guard 1 : "Back in a sec"
    Guard 2 : "what, Again???"

    Smoke Break : Guard 1 : "getting a smoke"
    Guard 2 - "Damn Cancer sticks." (to help promote non-smoking attitudes):D

    Or a Chow break:
    Guard 1 - "Getting a snack"
    Guard 2 - "Hope you choke on it"

    Powerups that thare current seem to work fine. The icons that they use seem out of place somehow - maybe due to them being squares, and everything else being round?

    And as mentioned before - the ones that cause bad status changes are just avoided - if they are there for the guards potentially to run into then they should be more in the guard territory.
     
  12. sam the lion

    sam the lion Well-Known Member

    Jan 12, 2009
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    oh ok, they are just different scores, not bonus. I didn't understand something so simple because I was looking for some complex bonus system, lol

    +1 for the diarrhea madness powerup! :p
     
  13. Hmar9333

    Hmar9333 Well-Known Member

    Jul 11, 2009
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    Book Salesperson/Student
    Melbourne, Australia
    I updated my copy of the game (supposedly) but nothing has changed. ???
     
  14. pluto6

    pluto6 Well-Known Member

    Jun 21, 2009
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    You need to delete the old game, and then re-install with the new files
     
  15. Hmar9333

    Hmar9333 Well-Known Member

    Jul 11, 2009
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    Melbourne, Australia
    Well, I tried that, it didn't work the first time,

    Tried it again, and it worked,

    Thanks, great update, there is a typo in the menu though, when you click play and it goes onto the screen with life mode and time mode, in the life mode description it says "...if you loose too many lives ..." (is should say lose)
     
  16. adin

    adin Well-Known Member

    Nov 24, 2008
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    I really like this update -- the new lives mode is a lot of fun. Power ups are nice, though the icons for them need to be cleared up a little (colors for good/bad?)

    Two things I'd like to see:

    -bonuses in the lives mode, something like if you have two guys on the screen at the same time, they're worth double. (maybe the bonus changes depending on the type of friendlies you have on the screen)

    -guard high alert and low alert. If a guard shoots someone, then that guard (or all of them?) goes into high alert mode, he gets an exclamation mark, and his range of vision is expanded. If a guard hasn't seen anyone or anything for a while, he goes into low alert, range of vision becomes smaller - until he snaps awake and goes back to normal.

    I like the occasional third (or more?) guards.
     
  17. craneballs

    craneballs Well-Known Member

    #197 craneballs, Aug 20, 2009
    Last edited: Aug 20, 2009
    Thanks for all the comments! We have implemented some of the suggestions you keep sending to us!

    LITTLE SNEAK PEAK OF NEW MAP:
    [​IMG]

    [​IMG]
    The new map is actually pretty tough!

    Gameplay video coming soon!

    Some of you betatesters think the voices aren't that good as we think. We love them? How about others?
    PS: Germans voices also coming...
     
  18. upsidedown

    upsidedown Well-Known Member

    Jun 10, 2009
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    Sweet! When your men are on the bridge, can the guards in the trench see you?
     
  19. craneballs

    craneballs Well-Known Member

    Nope, they can't see. Sometimes that's the only way how to pass, because the upper narrow could be crowded :)
     
  20. AttackOfThePwned

    AttackOfThePwned Well-Known Member

    May 28, 2009
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    San Francisco, CA
    That looks wicked! I have been playing the beta more than FC and HM so you guys are on the right track.

    Another thought off the top of my head, how about a double tap to crawl movement? Just seems not as realistic if you stop moving (while standing) and within an enemy sight they still can't see you unless you move or they touch you. If they are near you and you double tap to get into crawl position and thus camouflage yourself (if moving in crawl position your player moves at a much slower pace than walking on two legs) without them seeing you in sight unless they touch you. When they move away, double tap to stand again and move at a faster pace.

    Seems it would just add another dynamic to the game.
     

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