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Raotheron

29
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1
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A member registered Dec 07, 2021

Recent community posts

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Losing files is never fun. I'm sorry that happened. I'm looking forward to following future projects and releases. Your games have a great passion and atmosphere that I hope to see more of. WWII Operations is a remarkable series.

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I love the premise and atmosphere of this game. Controls are good, fog adds a sandstorm-like effect to the map and the sound effects are great. I love the bolt-action's feedback here especially. 

I noticed that enemies seem rooted in place and don't actively pathfind. They don't move at all during combat, whether to flank the player, get better sights on the player while in cover, or to take cover themselves. They stand still and shoot, and that's it. May be a bug but I believe there's a severe lack of pathfinding implemented into both WWII Operations games, and it hurts the experience of both immensely.

Perhaps pathfinding could be ammended in future releases, or in a patch to both WWII Operations games. Doing so would increase the challenge of each level and make for a more compelling experience. 

I also noticed there are fewer enemies in each level than I would  have expected from the level design. Lots of empty corners, open areas, flanking areas, and crossfire areas where enemies *should* be but aren't. Enemies are also usually placed on their own instead of in pairs or squads, but if the enemies have no pathfinding to begin with, critiquing enemy placement is redundant, since they can't really do anything anyway.

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I love the art direction and gunplay mechanics. Movement and shooting feel fluid, polished and substantial. Good weapon variety for such an early build, too.

One thing I would really like to see are AI bots for, "solo," play. Even if they don't wall-run or do advanced grapple/movement tech and stick to movement that's easier to program on your team's end, having some AI bot support would be great for people without stable connections, for practicing tech without competitive pressure, and also for preserving this game in the future. Both Titanfall games lack this feature so their multiplayer will eventually go extinct unless fan clients and launchers save them.

Love what I'm seeing here and I'm looking forward to following this game.

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Great for a school project, and not a bad proof-of-concept for a remake or separate Assassin's Creed fan game. Once published it could have benefited greatly from basic refinements to elements like collisions, but it's impressive enough that the prototype actually released. This is the only fully 3D Assassin's Creed fan game I've seen released in any form that somewhat manages to handle parkour and level design. 

I know it's unlikely to see the project files released, but would your team consider linking to the assets and plugins used so others can try to create Assassin's Creed-style fan games like this?

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Excellently designed, balanced, and strategized. The depiction of the adventure reminds me of the structure of Space Marine 2's Operations mode. The character, "classes," while few, are full of personality and utility. I'd be interested in supplements with further Characters and Threats, such as a Blood Angels Terminator or Raptor.

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I'm impressed by this game's quality. Most fan games don't get within a mile of a polished release and remain frustratingly incomplete or abandoned, but this game isn't just a good fan game, but an engaging Star Trek game. The sound design, voice lines, and structure are all easy to understand, true to the setting (and the era, as importantly) and the colors pop nicely and fit the style of retro Trek titles. I never knew about Super Star Trek before stumbling on this remake, so this remake/tribute is also helping to expose some people to its inspiration, as well.

I wonder about a sandbox/open-universe mode of play, with random events almost like a rogue-like or MMO. Distress calls resulting in battles or passenger pickup/dropoff, cargo/passenger delivery to different bases/ships, maybe random ambushes in different sectors. Wars could even be random events that add more danger to the previous types. Probably Hell to program but it's an interesting thing to think about.

Love what I'm seeing here. Reminds me a lot of the Touge MAX series and the Initial D game on PSX, but fidelity and draw distances are better across the board which makes for a more seamless experience while also maintaining a retro feel. There are two things I'd like to suggest. The first is 1v1 races when AI are implemented. A lot of retro touge racers went for a 6-car grid without that customization. The second is uphill/downhill variations for each course. I don't know if the stage available in the demo already has an uphill version but I couldn't select it if there was.

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Discovered this thanks to Lucas Ricciotti's soundtrack for the project and it looks fantastic visual and and design-wise, but I have some questions. Is it still planned to include offline bot matches, and will there be modes to play offline? It'd be a shame to see a project like this potentially crippled by low player counts online and no single-player content to speak of. 

Been following the game's updates and the starfighter combat is incredibly well done. Your team is knocking this game out of the park. 

That sounds like a great idea. Looking forward to following this project!

Stumbled onto this and it looks like it carries a lot of potential. Is the game going to be multiplayer-only or is there going to be singleplayer features like bot/AI matches in the future?

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Since this project is now open-source, it stands to reason there's a lot of potential to explore here. Mouse-based flight control? More detailed geography on planets? Seed-based universe generation to guarantee specefic layouts? Random space stations/ships patrolling space around you? Basic Combat system? Factions? Trading? Docking? Warping? Ground combat? Towns? Spaceports? We could be looking at the Daggerfall of space games, or something much more akin to the Elite series.

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Late reply, but if this game is an actual MD ROM, then it should play in a MD emulator/multi-system emulator frontend like Lemuroid or Retroarch. Some even have HD filters and other overlays/enhancements you can apply to games so this one might even get away looking better than it already does.

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Just started playing and this is already one of my recent favorites. The art direction, atmosphere, inventory, controls and especially cinematography are phenominal. Hopefully this is on-track to becoming a full title because what's here is frankly beautiful. 

I do have some minor criticisms in that enemies will sometimes block your path completely instead of providing the classic survival horror, "inch to escape." If you decide to run away from enemies to save resources, it's no good for a hitbox to block you into a gauranteed game over, especially when you're surrounded. Your own mistakes are supposed to be what gets you. 

Otherwise, the game is incredibly fun as-is and I sincerely hope a full release comes of it, as this game presents a potent mix of style and gameplay that seriously stands its ground.

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This is a great FPS in general, let alone a great Halo fan game. It's amazing what this engine can do when pushed to this degree and the game provides lots of options for replayability.


Two things I would suggest are bot difficulty settings in Offline Multiplayer, like seen in the Firefight mode, and pathfinding updates to the AI. As it is, the bots like to peer through even the smallest gap between structures when aiming, making them unnaturally accurate, and can often have trouble moving through the maps. Allies can occassionally become useless as they simply refuse to pathfind from time to time, while enemies often stay clustered in a single area.


Likewise, the ability to play Firefight vs Covenent and Flood on more or all of the maps would further serve to broaden the experience. Each enemy type is currently limited to a single map and this is quite limiting in terms of gameplay.

The game was delisted on Steam due to lack of updates or some other circumstance and is no longer available to purchase. This demo is all that's left.

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Aye, it was a treat to find. I have a soft spot for the Vipers (especially the Mark III from Blood and Chrome) so any game or mod that features them heavily gets my attention. With so few official BSG games out there (and all of them being abandonware barring Deadlock) it's largely down to fan creations to carry the franchise. I didn't expect the controls to work at all flatscreen, but they're somewhat manageable already, which is what inspired me to pitch their update for flatscreen users.

Agree with you about multiplayer wholeheartedly; it would probably be a hassle to produce and would likely be touch-and-go in practice. I was moreso referring to a simple combat mode with a bunch of Vipers and Raiders for some cinematic challenge, sort of like Star Wars Battlefront's Instant Action modes. Regardless though I'm amazed enough already that indie games like this and the similar title Colonial One can tackle the Vipers' three-dimensional movement to this degree.

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Interestingly this title almost works flatscreen, without VR. Your viewpoint is locked to forward-facing and you can't free-look or observe displays properly but you can see the canopy just fine. Likewise, the game detects my PS4 controller, but the inputs are all over the place. I was able to fight the Viper under control despite that, but it's far from combat-effective.

I'd love to see a basic keybind/controller button mapper and a mouse-look or other free-look mechanic added at some point. This is one of those games that can easily suit both flatscreen and VR players with basic QoL. Since it technically supports gamepads already it isn't far off mechanically. With some more development and missions this could be up there with Diaspora: Shattered Armistice in terms of Viper combat. It'd be neat to see an extraction or TDM mode with more Vipers, Raiders and features like nuclear munitions and flak screens, too. This game has a lot of potential.

Just to inquire since SW:LE's Itch page has disabled comments, will the bots in SW:LE be available to play against offline? When I tried the mobile version of the game without internet it just says it cannot connect to server. I've always thought it was bizarre mobile games locked single player behind internet requirements like that.

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Not just a solid fan game, but a decent FPS all-around judging by the first level. The atmosphere and cutscenes are great, and the voicework, despite being A.I. generated (perhaps fittingly in this case) conveys the story well enough. 
The enemy A.I. actually knows how to put up a fight and plays by its parameters consistently, so I never felt cheated when I died. They're just honestly good and I need to be at their level. The pacing of the encounters and story beats is also good, which is a rarity both in fan games and in full-scale FPS titles.


There are issues, namely the often uncontrollable recoil of both player characters' guns. Toning this down or making the bloom spread and directional kick more progressive would reward burst firing with increased accuracy


The lack of an ammo counter seriously hinders gameplay, as does the apparent lack of a dedicated crouch button. Some cover can't be fully utilized outside of slides (which to be fair are useful) and the rate of fire of these weapons means reloading is often poorly-timed. 
This isn't such an issue in the first level since it's moreso an introduction setpiece, but if the game continues development and the challenges get more intense then this poses a serious problem. Movement mechanics such as vaulting are also quite abrupt and lack an organic flow, but this is obviously something that can be improved with time.


However, beyond basic bugs and the usual early-build rough edges, this is a fan game that seriously stands its ground. With more missions, enemies, story beats and basic polish, it could become one of the best fan games ever built around an anime.

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this is a pretty great game so far. The starfighters handle and sound good and the atmosphere is classic, hardscrabble Star Wars.

Some things I might suggest are the ability to roll and invert the ship manually in addition to the currently-available barrel-roll commands. As it is, performing loops isn't possible as the ship simply ascends or descends and angles bizarrely at high angles-of-attack, which makes pursuing targets or evading fire problematic. A few onboard/wing-mounted/cockpit camera angles would also be great for immersion and cinematic appeal.

Likewise, some additional options for Instant Action, such as setting reinforcement numbers, the number of AI on the battlefield at once, and editing or disabling Hero ship point limits would be nice QoL and customization options.

Overall, love the game already and look forward to seeing how it develops.

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I'm really impressed by this project and I hope it garners well-deserved success. the F/A-18 is a beautiful bird and a simple-to-use, but simulation-oriented title like this is great to see.


If content suggestions are allowed, something that might make an interesting add-on someday if this project expands to those regions may be a mission editor. If a few air and ground units are developed eventually, then with even with basic, editable briefings and a simple asset placement system, the game's content pool is infinite. Edit your briefing, place your allies and enemies, and off you go!

Still a blast to play, nice and simple Ace Combat-style action in a pleasing, low-poly art style. Physics are great, the planes are few, but fun, and the atmosphere is colorful and minimalistic.


I know development of this has in all likelihood been superceded by Tiny Combat Arena, but I'd love to see development continue on Tiny Combat Redux someday, perhaps with level/mission editing and mod support for new planes and skins for them. I'd pay good money for an Ace Combat-style game where I could customize and make new briefings and missions, and I know a bunch of other AC fans would love the chance as well. Custom campaigns, new aircraft, original, insane ace squadrons and superweapon-style boss battles... modders can do all that work and then some.

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This has a lot of promise. Its controls already feel just about perfect, the gamepad support is good, the aircraft itself (even if it happens to be a demo model) is well-animated and reacts well to your inputs, and the enemies can dodge and maneuver fairly well already. 


I like what I see here, and I hope development continues. Since the last devlog was in 2022 it may be abandoned already, but its potential remains strong. I'd love to see a level editor/briefing editor to create custom missions, even if there's only one playable aircraft. Opening the game to mod support might open the floodgates for rapid development of new aircraft, scenery, and land vehicles as well by the community, which might be a way to make this game take off.

Is this still recieving updates periodically? A fair amount of the map besides the road isn't rendering, but the physics and basic tuning are actually quite pleasant. With more polish and perhaps some more maps this game could shape into something quite special.

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This game is incredible. There's so much event and car variety, the customization is great, and the controls and handling are fantastic. The art style is just something to die for; just the addition of head and tail/brake lights is such a big contributer to the believability of it all and the shaded graphics are incredibly well-done.

Sincerely hoping this game continues to be updated at some stage. More World Race/Acceleracers realms in particular would be absolutely stunning in this game's style, even if they lack the track hazards/gimmicks and stick to being normal tracks. Highway 35 and the Acceleracers courses are so underused everywhere else.

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Since this is open-source, I wouldn't be surprised to see a fork of this developed into a fully-fledged operating system, similar to a Linux distribution. Godot's limits are being blown wide open and there's really no telling where its potential actually stops.

As a side note, an, "OS," like this would be a great home area, hub, or lore-friendly computer interface in a digital-based visual novel, investigative game, or point-and-click adventure game. Especially if miniature applications like functional text editors, configurable clocks and calendars were included for role-playing purposes. A light, functional desktop environment within a video game could revolutionize immersive simulation in gaming in pretty unexpected ways.

I haven't read or played the game yet, but based on the art style and synopsis on the page here, I'd recommend, off the top of my head, soundtracks from The Magnificent Seven, Star Wars: the Book of Boba Fett, Star Wars: the Mandalorian, Cowboy Bebop, and Trigun.