Game Development Community


#1
10/25/2005 (12:03 pm)
Well I tried it out and it was a little confusing. You did a good job with all the help dialogs but I think you could have added some more stuff. For instance, up in the right hand corner you have a whole bunch of icons and numbers, none of which I knew. You have differnt kinds of minerals but do they actually play a role in how you build things? My system became constested and I had no idea how to free it. You might consider labeling everything. Like why not actually just put the words "Hand Tray" in the tray so I don't have to go to the help menu to figure out which tray is which. Also I would make the arrow keys move around the screen as well. My best advice is just try to simplify everything with on screen words. Several times the action card would just disappear and I wasn't really sure if I used it or not. I played the game for about an hour and it was fun. Keep working on it so it'll be more friendly to new users.

-Peter
#2
10/25/2005 (3:45 pm)
You are correct that there is a barrier/learning curve of some sorts that the new user has to get over, and it is difficult to find effective methods other than presenting them with the 'unthinkable', which is having them read about it. It's always a challenge.

Thanks for looking at it and for the comments.

--Mark
#3
10/26/2005 (6:58 am)
I hope they helped a little. I made a card game once and it didn't do so well. Here's an example of what I think will help.

www.hillrealty.net/Pictures/HandTray.png
Just use this as the image for your hand tray. If you want I could whip up some for the other trays. It only takes a minute or two. Hope this helps!

-Peter
#4
10/26/2005 (7:36 am)
Hi Mark,
just one thing that confused me a little:

I was in the main menu, clicked on "options" and then (cause I changed nothing) clicked "Quit"...which I thought meant "quit the menu"...but the whole game quitted.
I think its a little odd to exit the game from the options-menu where you only expect "done" and "cancel" buttons.
Oh and a, "do you really want to quit?" dialogue would also help. ;)

Keep up the nice work,
Levin
#5
10/27/2005 (8:47 am)
Peter,

I am most interested in those. I do think it helps. Please send me a mail at mok@killerbeesoftware.com and let me send you some specs.



Levin,

Thanks for the note.

--Mark
#6
05/08/2006 (4:08 pm)
Hey Mark,


Love the game, cant seem to stop playing it (Gatta go to work!) I gatta know, is it an original idea by you or an existing card game that you brought over? But anyway great stuff! (now I gatta dig up 20 Bucks... lol). Best of luck in the market!
#7
05/10/2006 (3:16 pm)
Hey,

Galacticards is pretty original. I am sure there are tidbits fom various other games, but mostly it's 'made up'.

It was done as an exercise to work with T2D, as I always feel the best way to learn things such as this is to set out and make a project out of it. Carrying aT2D project to production definitely showed me a lot.

--Mark