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Sticky Initial Feedback

Discussion in 'Official Feedback' started by Intradox, Oct 18, 2012.

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  1. boscogn New Member

    Castle Story:
    Boscogn
    I think the UI should be like Command and Conquer you have the list of things you build to the right and idle workers on the bottom. Then you just assign what worker you want to do what and they just go do it until you click them and have do something else. Other than that I enjoy this game
  2. Daniel New Member

    Castle Story:
    xuchiex
    I like the currant UI i think it needs some tweaking what i think there should be is a building crafting similar to Minecraft where you lay out a building in a certain design and it will make for example a science building so you can start inventing new thing like catapults with wheels and so on so a certain building shape will make a Fletcher so you can make bows and arrows and so forth. But like Minecraft you have to learn all of those building designs not get them handed to you that’s my two thoughts.

    Oh and in general feedback i have really really enjoyed the Prototype the save no working is a good and bad thing as it mean i spent hours making something and then i go to save and i come back and it didn't but otherwise feel like a very solid platform to begin with cheers guys for making such an amazing game and so many amazing fans good luck with this i cannot wait for the finished product
  3. stevewetherill New Member

    Castle Story:
    stevewetherill
    I am afraid I had to give up (for now) - the controls are incredibly unintuitive. Since I backed this, I'll try to give it another go, but I just could not get my head around the odd control setup (even after finding the wiki with the controls documented).
  4. Emjeadea New Member

    Castle Story:
    Emjeadea
    Im not finding the Controls very comfortable everything seems to be a little long winded and therefore disrupting the flow of the game, example you change your bricktrons to builders and off they wonder then you have to fumble about with the controls to go find them and that the kills the flow of the game :(.
    On the plus side loving the way you create mines and the bricktrons just dig away.
    Im having a bit of trouble deseleting requests aswell it may be me but im unsure.

    Keep up the good work this could be a gem :p
  5. OnlyJoe New Member

    Castle Story:
    OnlyJoe
    I would agree with most people that the camera controls could do with some work, my suggestions are:

    1. Make the middle mouse button always rotate the camera.
    2. Make the camera rotation, rotate around the point where the ray from your virtual eye intersects the ground or object you are looking at. Put a fixed limit on the distance, so you don't get massive rotations around some very far away point. So when you are building something it is really easy to rotate around and see the other side of it.
    3. Make the mouse wheel always zoom, not move the camera up and down.
    4. wsad should always move the camera, not just when space is also heald.

    On a different note, I think it would be good if there was some way to instruct your bricktrons to level the ground.

    But I really love the concept, and think this will become a very fun game to play.
  6. TheCrazyness New Member

    I think the controls should be a little closer to what normal RTSs use, and we defiantly need options for changing the controls to how we like, but that will probably have to wait until full release.
  7. Gimpster Member

    I have spent quite a few hours exploring the prototype and for the most part like what I see. Many of the complaints that other people have had I feel are just due to a lack of patience or critical thinking. The controls are a little unintuitive for sure, and the bricktrons sometimes get stuck but I have found solutions for most of the reported issues.

    Control Changes:
    Camera Pan - Keyboard=(WASD), Mouse=Move to edge of screen.
    Camera Rotate - Keyboard=(Arrow Keys), Mouse=RMB+Mouse Movement.
    Camera Zoom - Keyboard=(-+), Mouse=Scroll Wheel
    Camera Elevation - Keyboard=Shift+(-+)

    Unit Select - Mouse=LMB Click or LMB Click+Drag
    Unit Deselect - Mouse=Shift+LMB Click
    Unit Action - Mouse=RMB Click
    Unit Alt-Action - Mouse=Shift+RMB Click

    Groups and Tasks:
    Groups: Currently groups are defined by their activity, I think this limits the players options and flexibility. Personally I would like to see groups be just that groups of bricktrons. It would also be nice to be able to designate groups by selecting a group of bricktrons and then using Shift+(Number) to assign them to a group number. Then selecting the group could be done by hitting the number or selecting the group with the mouse.

    Tasks: Tasks would then be tied to zone markers much like now but independent from groups. We would have to add a new markers for construction zones which are tied to a blueprint and new markers for other tasks. Given these changes you would then just assign a group to a zone marker to assign them to that task. In this way reassigning bricktrons to a task would be far easier. This would require some UI changes.
    Tasks=Logging, Pit Mining, Tunnel Mining, Construction, Cleanup, Material Moving, Repair.

    Game Mechanics:
    Pit Mines: Extending pit mines is currently an issue as the stairs break, not sure what the fix is for that aside from either making pit mines inverted pyramids or by building and using rudimentary crains.

    Dirt: It would ne nice to be able to gather, store and place dirt for leveling ground or back filling bulwarks.

    Construction: Contrary to previously stated functionality, bricks are not always placed or removed in the order their blueprint was laid down. Also it was stated that beams could be placed and support a bricktron carrying a block up to 3 units away from an anchor point, but in practice it will only place a beam directly attached to an anchor point and span a total of 3 units by placing a third beam between two anchored beams. Personally I do not mind this but it appears to be very frustrating to other when trying to build bridges. There are also sometimes phantom blocks left behind which prevent the placing of new blocks, but which can not be removed or seen.

    Island Hopping: Currently there are only two or three ways to get bricktrons across gaps between islands, which is essential for effectively building bridges. Method 1: To higher ground, build a climbing stair. Method 2: To level or lower ground, build a climbing stair our over the other side, place a bricktron at the end and then destroy a supporting block to collapse the stair causing the bricktron to fall on to the new island. Method 3: Use an exploding barral to launch a bricktron to the new island. We need a better less resource wasting way. The catapult looks to be the way to do this but is currently not functioning. Option two would be maybe to launch an anchor attached to a rope, which the bricktrons could then cross over, not carrying a block.

    New Resources:
    Dirt: For leveling ground and backfilling Bulwarks.

    Rope: For creating a first link between islands or other inaccessible terrain. Also the potential for rudimentary suspension bridges, foot bridges and draw bridges and to facilitate cranes, made from wood.

    Crane: The crane would be a complex construction much like catapults requiring wood, stone and rope. The crane could be used to place blocks not reachable by bricktrons on foot, to haul material out of pit mines, and to act as a rudimentary elevator. It would have a 3x3 base and reach 4 units from its edge or so.

    At this point using what is currently in the prototype I have been able to build traditional flat bridges spanning gaps up to 12 units wide with 5 units deep footings on each side. I have also have not found a limit on my ability to build up to any hight.
    minionofcthulhu and Ramcat like this.
  8. vladdrakuul New Member

    It took me a while to get the hang of the controls and my thumb got really tired of pressing space all the time but I genuinly love the gamme so far. I know its not even close to anything playable but its a really nice sandbox and I love the building mechanics when they work:)
  9. lejsen Member

    Friendly Fire needs to go away OR archers need to be smart enough to not shoot when there's a friendly archer in their way. I've made a few castles now and every time i finish one i fill it with soldiers and then spawn infinite corruptrons at the gates. And i always lose more archers to Friendly Fire than corruptrons.
  10. Marm_z New Member

    Castle Story:
    Marm_z
    Ohh, I'd love to see cranes and other mechanisms! Windmills to grind a certain type of crystal into powder (to make explosives, perhaps?) could be another idea.
  11. kalric Well-Known Member

    Some good feedback, I would suggest some such as crane and rope only belong in the suggestions section of the forum.

    I don’t really like your camera suggestions, however, which has made me reply so it is noted. I think there should be a camera control key similar to now and the spacebar works fine. This is despite my use of programs which use shift to control cameras and needing to get used to the change.

    What I would like is as follows.
    Camera
    View Pan - (WASD) and CamKey + (WASD) and mouse cursor edge scrolling
    View Angle - (Arrow Keys) and Camkey + (Arrow Keys) and CamKey + RMB+Mouse Movement.
    View Zoom - (-+) and Scroll Wheel
    View Origin Height – CamKey + (-+) and CamKey + scroll wheel

    Selection - As Current
    Unit Select - LMB Click or LMB Click+Drag
    Unit Deselect - Ctrl+LMB Click
    Unit Action - RMB Click
    Unit Alt-Action - Ctrl+RMB Click
  12. mrfrase3 New Member

    Castle Story:
    mrfrase3
    Basic request, especially considering the menu difficulties, and would make me and many very happy...
    • Auto-Save
  13. Adwuga New Member

    I have a few ideas(may have been posted already, sorry). The more important ones(to me) are bolded:
    Enemies:
    -Enemies need much longer and wider FOV(they seem kind of blind as is)

    -Enemies should prioritize attacking your troops before your workers

    -Enemies should hear your dudes if they are running(also idea for sneaking, which would make for some awesome
    strategy)

    -Enemy Bricktrons should attack Corruptrons

    Misc:
    -Displaced blocks and rocks should re-assimilate into the environment(Say the earth is reabsorbing its children,
    cause its magic), for optimization and traversability.

    -Add an alternate camera control scheme like the one in the Overgrowth level editor. That one is a
    breeze to use.

    -Maybe add a brush placement mode(maybe while holding alt) to make quick placing(such as for a floor) or quick
    deleting
  14. PepsiAddict Active Member

    Castle Story:
    Spiritus
    Feedback for the patch today:

    Controls: Still unintuitive for a new person (I would imagine), but better over how it was before. I must reiterate edge-scrolling even though its been said 1,000 times by now Im sure.

    Doors: For whatever reason they are off, but when turned on they work fine (other than you have to build them before you build the arches over or it bugs out), a double-wide door or gate I'm sure is in the works, but I might as well cover all bases ;)

    Bricktrons: Less buggy than before! (still a little buggy though, but that's cool, prototype and all)

    All in all, for the number of hours I've put into it, I've gotten the controls down which has made it much more enjoyable. Also the learning curve on the minor changes made was very fast for me on this patch and greatly improved my mobility through the map.
  15. Legenis New Member

    Castle Story:
    Legenis
    Input for prototype v0.0.2:

    I would like there to be a way to delete a misplaced phantom block. I am sure there is a way to do it now, but maybe a button for in the builder's queue (probably an eraser icon) that simply when select you can click on a phantom block and it will be deleted from the building queue. Thanks.
  16. Dalj New Member

    Installed the patch and played a bit. I think the new wasd controls will help people starting off in the game. Since rotate still takes spacebar they may still be a little confused but being able to move right away will at least ease in the learning process. The bricktrons also seem to be less buggy which is very nice although I've only been able to play for an hour or so before the game crashes. Thankfully saving and loading works much better. Outside of those I had a few thoughts/comments on the interface system and the gameplay.
    1. Remove carried barrels from the list of barrels miners can put crystal in. They get hung up sometimes when a bricktron is taking a barrel to the crystal.
    2. Assign keys to groups. For instance hitting 1-9 would select the first through ninth group and hitting tab would cycle through existing groups.
    3. Change the way you add and delete groups. Double clicking a group could make a new group of that type and right clicking a group could bring up an option to delete it. The method of clicking the group and then clicking the plus or x buttons is a little too slow. The fewer clicks the better.
    4. Add in an idle number for the ungrouped bricktrons so instead of saying 3 it would say 3/1 for three ungrouped bricktrons with one not doing something.
  17. PepsiAddict Active Member

    Castle Story:
    Spiritus
    Shift+click
  18. butchcassidy1717 New Member

    Castle Story:
    butchcassidy1717
    Love the new keyboard controls ;)
  19. Intradox Forum Developer

    • Administrator
    Castle Story:
    intradox
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