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1) Air collisions are happening off-map in Barcelona between departing and not-yet-visible arrivals. Can't really take a screenshot of it though, happens quickly and it's over by the time I register where it happened.
2) At Honolulu, Las Vegas, and I think Barcelona IIRC, about 20% of the time when clicking on an arrival, the runway arrows denoting assignment do not show for that flight. It risks a collision elsewhere as it takes extra moments to realize that and then go back to the popup pane to manually read the current RW assignment.
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It's hard to get screenshots of what isn't there. I'll look into recording a game stream somehow.
There are enough titles by BFS that you could probably have your own exclusive bundle promotion ran, drawing 100% attention to your current/future projects. The better bundle agents seem to be Humble, Groupees (where I learned about AMWE/BFS recently), and BundleStars tends to draw a lot of traffic too but the former two are probably the most watched. India Gala are a bit shady (at least in the past; I've seen them manually alter bundle "average" prices, more than statistically possible), and Indie Royal = Desura I think, which is going bankrupt after not paying indy devs for months of sales.
Anyway, I'd vote for and pick up the Radar Chaos games too if they were put on Greenlight and promoted like AMWE was. With so many potentials (and junk) in the GL queue to sift through it's just easier to follow bundle promotions to learn of games likely to actually make it to the Store side of Steam. I'm definitely picking up the new 3D version of AM later if/when it hits Steam via GL promotion or Early Access.
Another idea for drawing attention to a Greenlight is running a Steam Key giveaway for AMWE at http://www.steamgifts.com/. Captive audience of thousands of gamers both giving away and entering for random drawings of steam games(keys), and very active forums where they chat about games, Devs, etc. I've given away quite a bit there myself[www.steamgifts.com], and won a few. Developer Promotions are frequent (there are 4 running at this moment), usually giving away anywhere from 25 to 500 product keys for a game they already have on Steam, in order to promote their latest Release/Greenlight/Early Access project/etc.
So I read through the notes above. I will add some sort of red bubble to warn of incoming planes (a concept image would be appreciated!). I will add a floating tail with basic flight info to all aircraft. I'll add a 'remember settings' feature for sounds, voice, music, and clouds. I'll try to add a hold pattern feature, as well as a 'go around' feature. However, this means more buttons.
Thanks for the comments!!!!!
This link should go directly to the concept image (link to folder view is in the OP):
https://drive.google.com/file/d/0B8HrdnH-gHvWS29NVzl6cGxQR00/view?usp=sharing
At the top left (11o'clockish) of that jpg, you can find a red bubble that shows an arrival soon entering the airspace - with a ? mark in place of the automatic runway assignment. I also uploaded the psd photoshop file that has all the individual pieces in that concept image. If you don't have photoshop or can't open psd files, I can try to extract each piece to image files in the same folder.
I imagine that the screen-edge-blip would fill in a runway # once it's visible on the screen. I just did it quick-and-dirty, not really contemplating color "loudness" and such. Some might find the deep red and white text distracting, but I chose for want of not having to actively take stock of it, as peripheral vision can register the contrast to the mind's 'queue' while you work on more immediate tasks over the airport. The screen-edge-blips would free you from having to split attention between the big screen and a little thumbnail. Again, some people may think this is too easy, so it might be best to have it as an option tic in settings.
If the "action/task pane" idea is too radical, here's an alternate: If the game can detect what quadrant a plane is in at the moment it's clicked on, and if it isn't too complex or game-breaking to implement, perhaps you could have its Info/command popup open in a reserved, farmost corner of whatever quadrant it's in (and steer the default flight lanes to either side of the popups, so other normal traffic isn't obscured). I know I spend a lot of time moving popups around, would be nice if they at least opened in predictable out of the way areas.
Steam Workshop is a powerful tool that hugely expands a game's playability and content without requiring further ongoing resources from the developer. Not sure how exactly that would work for AMWE or if it's programming is even compatible with Workshop, but it would be cool (and take a resource-burden off the Dev) to be able to add airport maps beyond those planned. I live in Phx AZ, so I'd probably work on Sky Harbor and local regional airport maps if it were possible, with events like priority for military/guard/AF jets coming and going. It's probably nothing special or challenging, straight in and straight out, thus probably not worth official resources to build, but adds overall to the game's appeal knowing there would often be a new airport map to work from other players. Something to think about anyway, if it's possible to implement.
Anyway, thanks for being a receptive and proactive Developer. We all want to see it be the best game it can be and various ideas from lots of different players will eventually distill into an overall better product. Keep us updated on future promotions, I can spread word in a few places when they start.
You are welcome, and I really appreciate your feedback and ideas.
One thing I noticed right away, players will need the option to disable this. Also, it gets very cluttered with all aircraft showing the red "tag". So only arriving aircraft show it.
What happens is this: When an aircraft is approaching, you see the aircraft's tag flashing at the spot where it will appear. Once the aircraft appears, the tag stops flashing, then follows the aircraft. As the aircraft touches down, the tag disappears. The tag shows aircraft type and landing runway. I think type information is more important than a pretend flight number, so I went with that.
Seems to be a very handy feature, thank you very much!
That was my expectation as well after more consideration, that not everyone will want this feature active at all, let alone all the time, let alone on both arrivals and non-critical departures. Some will find it distracting and "too busy" visually, etc. so an option to disable/enable it is great.
I imagined that the high contrast arrival-announcing bubbles would disappear completely once the plane enters the visual field (no longer needed), and that perhaps only a low-contrast tail/tag simply denoting current RW assignment would accompany them beyond that point. This latter feature will become even more important for tracking and planning if/when there are holding patterns and go-arounds making the sky more cluttered.
Re Aircraft Type tagging: The only really distinct difference in type behavior I see is the concorde reaching TO more quickly and at higher velocity than all the others, as well as maintaining arrival velocity farther down the runway. It's the only one I really have to plan for differently - waiting longer to clear it for TO behind a widebody, especially, but also slowing it down if a different type has just touched down ahead of it. It doesn't take long at all to learn this about it, so I'm not sure even Type info makes much difference currently, other than having some kind of info there for realism appeal.
Anyway, the announcements and RW assign tag alone would cut out a huge amount of extraneous, chore-like clicking, leaving more awareness/fewer popups, and more processing available for enjoying the fun/challenging parts of the game.
Thanks for working to implement it with options to enable/disable/tweak it per individual preferences.
It would be brilliant if Barcelona could be extended slightly on the bottom such that these planes are still visible (or their entry path altered)?
I think all players appreciate an abundance of variability options, especially when there are too few. Fewer options = narrower audience appeal (especially in niche subgenres). Even if they never turn them off or on, it adds to a game's perceived value and enjoyment that the options to play it in different ways are there whenever you want to change it up. I'd personally turn off the little green thumbnail radar in most maps, since I can't really utilize it as intended anyway (trouble splitting attention between it, airborne traffic, and ground traffic).
Barcelona definitely needs more map space to the South, it feels really claustrophobic (almost all the maps I'd expand by 25% if I could, and increase the resolution for better appeal on larger widescreen monitors. As such, it's cumbersome to manage arrivals that go down out of view then show up again without much room to think about an alternate plan for it.
I haven't paid close attention to that, so I could be remembering it falsely, but I could almost swear that it does disappear in at least some maps. But I also definitely remember it not disappearing at times, so yeah this appears to be a bug of the popups for some maps.
As for shifting Barcelona, that's going to be a tough one. I apologize for how cramped it is... please think of it as an extra challenge, and I'll think of it as a lesson learned, for future level designs.
The new arrival warning sort of helps reduce some of the negative affect of the map being so tight at the bottom (though it still looks unappealing, of course). Just have to make a mental note to act sooner than later for any arrival announcements auto-assigned for 02 so that you don't have a need to reassign it while it's going off the map to the south.
Thanks for adding it! I think it may be flashing too long for some arrivals though - will play and evaluate this more. It may wind up being perfect after playing longer.
Many maps actually feel too cramped up against the runways. They'll definitely need expansion when adding holding patterns for example.