[PREVIEW] - Rail Adventures - full speed 3D adventure, on rails :)

Discussion in 'Upcoming iOS Games' started by exosyphen, Jun 8, 2009.

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  1. Twazzock

    Twazzock Well-Known Member

    Jul 1, 2009
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    I'm just about to send you my UDID, am I too late?
     
  2. exosyphen

    exosyphen Well-Known Member

    No. Please send in your UDID.
     
  3. Twazzock

    Twazzock Well-Known Member

    Jul 1, 2009
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    Okay I've sent it. I'm somewhat new to this, what happens when you get it?
     
  4. exosyphen

    exosyphen Well-Known Member

    When I send out the next beta (tomorrow), you will receive the game instructions on how to install it, by email.
     
  5. exosyphen

    exosyphen Well-Known Member

    Hello everyone,

    A new beta build has just been sent out! Enjoy :)
     
  6. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
    4,223
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    Programmer
    Indiana, USA
    Things have been pretty quiet around here lately. Just tried the latest beta, and while I'm liking it conceptually, I'm struggling a bit with the controls. First of all, either the brake isn't working or it's not very responsive, or I'm just no good at hitting it. I played two games on the latest beta, and died both times simply because I wasn't slowing down. I felt like I had my finger firmly on the button, however. I would suggest eliminating it from its current position and just making it a button like the others (maybe place it under the fire button?) The other advantage to this is it is less disruptive to the action (I don't have to worry about taking one of my hands away from the side of the screen long enough to hit the brake and then try to get back up to the side of the screen to perform the next action). As far as that goes, would it be possible to not have the fire button displayed unless necessary, just like the other buttons are?

    Now, having said all that, my next suggestion would be to eliminate the buttons completely. Since this is a "high octane" game, I think I'd rather see target areas that small (relatively speaking) buttons. My thought is this: Middle section of the screen - no action. Left side of the screen - top half is jump and bottom half is grab. Right side of screen - top half is fire and bottom half is break. The sections could pulsate / glow or something when it's time to use them. Just a thought.
     
  7. exosyphen

    exosyphen Well-Known Member

    Hi,

    Thanks for the feedback. We are busy rolling out the next beta.
    As for the brakes, you have to press and release, not press and keep it pressed. Tapped it a few times and it will slow down. I will also add accelerometer support. Tilting the device will slow down the cart.

    Further, the sensitive area for Fire/Jump/Grab is much larger than the actual size of the buttons, so you don't have to hit them exactly where they are.

    If I don't make the fire button permanent, you will fire exactly when needed and the exact number of bullets needed, and the game will become too easy.

    If all goes as planned here, a new beta will be rolled out today.
     
  8. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
    4,223
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    Programmer
    Indiana, USA
    Knowing is half the battle :) Thanks for the clarification. That will certainly make the game more playable.

    I see your point here, but I'm still not 100% sure I'm on board with that (like it matters, right :rolleyes: ) I will consider carefully before commenting more on that one.

    As always, looking forward to it.
     
  9. exosyphen

    exosyphen Well-Known Member

    We will polish the game as much as it's needed, to met the gamer's expectations :)
     
  10. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
    4,223
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    Programmer
    Indiana, USA
    I have no doubt you will, but if the gamer knows what to expect so they don't ask for superfluous things that can only make your job easier :)
     
  11. exosyphen

    exosyphen Well-Known Member

    Thanks for the feedback and support!
    Off I go to get the next beta ready for release ;)
     
  12. exosyphen

    exosyphen Well-Known Member

    Hi everyone,

    Sorry for the silence & delay. (I have been on vacation and other stuff).

    A new beta has just been sent out and we are closing in to release the game.

    I look forward for your feedback.
     
  13. exosyphen

    exosyphen Well-Known Member

    New beta version just went out!

    We have to add in a few more graphics stuff in the game (the code is already completed), and we will submitting it to the App Store in a few days.
     
  14. DaveMc99

    DaveMc99 Well-Known Member

    Mar 1, 2009
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    Seattle, WA USA
    Congrats on almost finishing the game. Could you post a new video of the gameplay?
     
  15. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
    4,223
    18
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    Programmer
    Indiana, USA
    Can't wait to see this thing get out. I haven't played the latest beta yet, but so far every one has been an improvement from the last. It's just too bad this couldn't have been a Halloween release. Would've been appropriate :)
     
  16. Hexhammer

    Hexhammer Member

    Jun 10, 2009
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    This reminds me of an old game I've played on Nokia 6600(Symbian), that is also on a rail..
     
  17. exosyphen

    exosyphen Well-Known Member

    Hi,

    It will take a bit to put together a proper video, but I will do that shortly.
    In the meanwhile, I will be posting some screenshots soon.

    Thank you everyone for the feedback and great words!
     
  18. iGilo

    iGilo Well-Known Member

    Oct 15, 2009
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    Is it too late to beta? :S :(
     
  19. exosyphen

    exosyphen Well-Known Member

    You can still send me your UDID and receive a last test version.
    Please send it by email to support (/AT/) exosyphenstudios (/DOT/) com
     
  20. exosyphen

    exosyphen Well-Known Member

    Here are some new screens from the game:

    [​IMG]
     

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