Here's my critique:
- Tested this on my main computer (good CPU) and not-so-main computer (Laptop-quality CPU), and it chugs like crazy on the latter machine. I was using Chrome in both cases. This seems like something that I'd rather play on a laptop or something small and reserving my state-of-the-art machine for more intense stuff, but if it runs like this, what's the point?
- Crashes like crazy with Chrome, dunno about other browsers. I'll come back to you as to the causes of this.
- As stated above I found most of the themes, esp. the default, very bad for myself. You should set the default to something a little more mellow, like CGA Pallete 0.
- More parts of the interface should highlight themselves when something serious occurs. I see this already with the heat bar, but there are a few more examples of where it should be used e.g. the bar for a critically damaged component should turn red, a destroyed weapon should have 'DESTROYED' in big red writing. This applies to your own and your targeted mech.
I really want to love this, and I already do in terms of the gameplay and ASCII style, but I really can't if I cannot go more than a few turns without crashing.
Do you have any larger plans for this? Team deathmatch? Objective-based gameplay? Single player campaign? Multiplayer, as a distant possibility?
I'm currently working on some performance improvements. But currently the best things you can do is use your browser's zoom (CTRL+mouse wheel up) to decrease your resolution (800x600 is minimum), additionally you can press the '-' minus key to decrease the quality of the animations.
not sure about the crashes, I've seen them myself a few times but only really when I've been recording them through FRAPS for a few minutes. If my performance enhancements don't fix the crashes then I'll take some time to reproduce and find fixes. Please try other browsers to see if you can get by for now if the zooming in trick doesn't help.
as for the theme, its all based on taste really, thats why I included so many there. Eventually i'll use some browser caching so you won't have to go pick it again each time you reload/return to the page.
I actually have a TODO to make destruction of bits a bit more apparent on the main screen, I'll be sure to slide it in for the next release!
I'll be putting together a FAQ over the next few days to answer questions about the future of the game. Without spoiling too much lets say my goal is to make a roguelike equivalent of Mechwarrior 2 Mercenaries, with randomly generated missions and maps
Only played one game for now, but I had no issues with crashes in Opera, maybe Chrome doesn't like HTML5 too much?
What I found odd though is that enemies just ignored me and went out of their way to attack each other, even when my Mech was closer and shooting at them.
Maybe due to my Warhammer being the heaviest thing on the field? No clue...
Second game in a Centurion, the King Crab that spawned right next to me started attacking me immediately, there were two more groups of enemies that went right at each other, but an Annihilator that started quite a distance away and close to a Thug (which did attack the Annihilator) just went straight after me.
So what target the enemies choose seems a bit weird...
I actually use Chrome primarily during development and only smoke test IE, and Firefox. I'm guessing its performance related issues, since I only see crashing when I've got lots going on along with the game (such as FRAPS), though I have a pretty heavy duty gaming rig, so YMMV.
Since this is my first venture into AI, its certainly far from perfect, but I've essentially gone with trying to make the mech target mechs based on a "weighting" system (not to be confused with mech tonnage). Basically it considers things like how far away mechs are, how much heavier they are, how damaged they are, whether that mech is targeting it already, and maybe a few others I can't recall off the top of my head. But I do think one of the reasons for some oddities is that it tries to give higher weight to the mech it already has targeted, that way you don't see a bot just constantly switching targets from turn to turn. Its possible I need to adjust that weighting down a bit.
One goal I have is that if you are a faster mech you may be able to kite a bigger mech to eventually attack another mech (assuming you aren't the last one alive), but I need some tweaks to get there. Another goal would be if lets say you were in a medium mech, and the last two mechs remaining are another light/medium and an assault, that the other light/medium might gang up with you on that assault before turning its guns on you. Just some ideas
Thanks for the feedback guys, keep em coming!