Sand
Dr. Problem Oct 26, 2024 @ 2:01pm
Post Demo Thoughts
Going to ramble here but try and nail down some key points.

First and foremost:
Optimization - the game DESPERATELY needs it, and I know this point has been beaten to death, but it's too important not to mention.

Box Glitch: above all else, this needs to be fixed. Losing the contents of an entire crate for arbitrary (lag or picking up a new gun) reasons feels beyond awful.

Desync/Lag: this is almost entirely on moving tramplers, but using things like hatch ladders going down will teleport you out the ass of the trampler about 50% of the time. There's also a tendency to teleport through the tops of ladders, but especially on trampler entrances. I've also fought people that slide under the terrain while moving which isn't fun.

Inventory: Decouple aim-direction from holding TAB to look inside a box. Trying to deal with inventory on a moving trampler can be impossible if the entire thing is wobbling around and the box moves out of your reticle.
You should be able to move items in and out of inventory even if they are equipped - this is especially obvious with guns and medkits: it you are 'holding' that item you cannot manipulate it in inventory at all.
The stack sizes could do with some improvement, especially on the player inventory end.

Beyond all these, there's a foundation for something very flavourful here, and I really look forward to seeing where it develops. I love the atmosphere and aesthetic - that part is on point!

Tramplers: Building these could be improved, especially with the placement of vertical hatches not appearing arbitrarily in certain rooms (crew compartment is a big one for this). The weight limits on tramplers could do with an increase, especially if you want players to be able to build anything over 2 floors. I can only imagine there will be far more tiles available, and things like enclosed/armored gun emplacements. We definitely need more 'sizes' of engines (one wide, specifically). There's quite a lot of potential here though, and some fun designs I've run into.

Weapons: The current weapons feel solid and the designs are fun, especially the shotgun, but I would really like to see some more variety, especially in the direction of a clunky little SMG, and maybe a heavy machinegun (or as an emplacement for tramplers). A revolver as a slower-firing higher damage pistol alternative. Something akin to hand grenades would also work nicely, as would molotovs. A flamethrower/turret could be amazing for up-close fights (complete with lethally-destructible fuel tank of course).

POI design - the cities are cool, and the atmosphere is on point, but I would HIGHLY suggest bigger cities, and cities with more 'landing' zones - as they usually have just one.
This way there's an added potential for a trampler to dock at either 'end/side' of a city, and for the players to have a subsequent street battle. Right now, if you approach a city you can almost always see if anyone is parked there, and you have no incentive to street fight when you could just blow up their trampler and then go in to clean up.

Trampler destruction should be 'recoverable' for the crew- in the sense that individual players should still have some option to extract with their carried kit. I'm not sure how this would be done - maybe an SOS option on a flare that calls in a smaller ship to pick up individuals, but on a long timer/cooldown? I've had several games where we blow up an engine and the crew scatters into the desert - they have nothing to do beyond that point except trying to board another trampler and dying there.

I would love to see a vehicle in the same category as a bike/quad: Small, faster than a trampler, fragile (one shot to a cannon) - something you can add to your trampler as an under-slung carryable component. Maybe a 2 seater so that one can drive while the other operates a weapon. A mobility option for individuals to scout tighter areas, visit shipwrecks as the trampler passes by, etc.

I very much look forward to seeing how this game evolves!