Thanks guys for all the notices and discussion. I'll try to answer to as many as possible ..
Malidictus wrote:I just got the Trine 2 preorder and the game is still downloading, but casting a fleeting glance at the achievements reveals some... Suspect grammar in them.
I'll inform our Writer, I'm sure she finds at least some of this to be fixed.
vaelo wrote:Please, for the love of all that is holy, tell me that you're hoping to make this game work in 3D - you can already see the detail in the world in 3D and it's
an amazing experience much like the first, but some of the lighting effects are destroying the experience at the moment. I know it's still beta so I'm really hoping that
this is a known issue, since 3D Vision support was added to the original game!
Nvidia 3D support is planned, but we just have general improvements, Mac and Linux versions priorized higher. Once they are done I'm sure our programmers find time for this also
I just finished playing the beta! I'm extremely impressed, it looks and plays beautifully!
Have you considered releasing an artbook? I think the art style of the game is the best I have ever seen
There is a small artbook with the retail version of the game
Kein wrote:Technical side: the only issue I encountered is that settings didn't want to be saved first time I ran settings manger. Second time it worked fine.
We have a problem where Win 7 blocks the saving of the launcher at first launch. We'll inspect this.
The game itself works pretty good, smooth framerate, gameplay performance is almost flawless. There was small issues tho, like micro-freezes when you hit Q
button anytime (even if there is no box you aim to destroy), no idea why it happens. Also, sometimes -- after some button mashing -- knight acting weird, he don't want to
attack or change weapon anymore and this white line appears beside his model:
Some fun for our QA team! Thankfully they are very good at re-producing these issues.
Kein wrote:Some script logic issues: it just me or the experience not being accumulated after you collect 50 bottles? I reached 50 on the field level but decided to go
further without wasting the skillpoints. Collected ~10 bottles and then opened skills menu - counter was around 3/50 which is definitely wrong.
Every 50 experience turns into one skill point, at what point the experience count is reset. I hope you got the skill point, though?
Kein wrote:No ability to redefine the control keys. Why.jpg
This is coming shortly!
Kein wrote:No subtitles in-game when narrator or characters say something. No subs even during cutscenes. Yes, they are enabled in the menu.
Hmm, sounds really strange. Can you verify this from menu and in-game?
Kein wrote:Other than that - no other issues noticed, savegame mechanism works fine, used it few times in a row just to check. No noticeable memory leaks either.
Good to hear!
Kein wrote:Gameplay side: well, first thing I noticed there was something wrong with jumping, sometimes it does not work and I failed to figure out what kind of
conditions limit it: the character was on the ground and nothing should have prevent him from jumping. Usually happens when you try to jump in a particular direction, left or
right during the series of jumps.
Hmm, once again something very strange. We'll have to look into this.
Kein wrote:Another thing I didn't like - small amount of surfaces where we can land grappling hook. In Trine there was a lot of random things we could hook up, even if they
weren't required for puzzle or something, but now they are quite dozen. That's a bit... boring and disappointing, but oh well.
We had to look into some compromise with the Thief not being able to just swing through everything - but I think in the further levels there are a lot of options for grappling
hook as well, so usually our level designer managed to keep grappling hook while implementing other kinds of puzzles which still require "additional" work.
Kein wrote:Oh, and yes - why mana was removed?
We decided it was only artificial limitation for mainly the Wizard, and mana ending with Wizard was always non-wanted solution which in Trine 1 was solved by having random spawns with mana drops. We felt all this combined to a much too complicated system, even I must admit mana would also have it's benefits.
^ at the beginning of a second level, right after the reunion. The whole wall at the left is "jumpable" with a hook. Btw, this glitch exist since Trine 1.
D'oh! And I thought this was already fixed .. well, maybe we fixed something else.
^there is some dialogue happens and I'm supposed to get a... quest, no? Not getting anything.
Heh, it's just a secret place which rewards with a small conversation.
^ old good glitch/exploit with levitation on the box still here. Intended?
(will upload video later)
Heh, indeed it's half-intentional, but we have to check it again as it's so easy to do with PC/Mac
^ and just something silly xD
Yeah, unfortunately we didn't have time to fix absolutely everything, so this remained. :/
Kein wrote:More to come later, I believe. So far i really like what I see. Scripted, engine-based cutscenes looks pretty good, I really love this addition. Animation looks
pretty and smooth.
Oh and... COLORS, OH GOD THOSE COLORS!
I also tried to bounce goblins off of the bouncy toadstools, but found that the goblins don't bounce. This was especially sad.
Yeah, for this we definitely should do something!
Red_Man wrote:Yeah. I want to add that notification about available upgrade is really bad. I don't notice it at all. Same happened in Trine too.
Hey, dev's! Can you add big pointer or tip or distinct sound for this?
We have to look into this.
Paul Rutten wrote:I notice there are only 13 achievements for the beta, any chance there will be more in the full game?
I can't make any promises yet, but of course it would be fun
Paul Rutten wrote:Trine 1 had an inventory system where hidden boxes would contain items that could be given to characters to upgrade them, which I loved and really added to the replay value. I didn't find any of this in the Beta, will it still be there?
We decided to replace the inventory system with more insightful character skill upgrades. Granted, there are still a few of them, but most if not all of them add real depth (and fun!) to the gameplay
Malidictus wrote:There's something else I noticed when actually playing the game: Experience vials.
The good: They no longer bounce off characters' heads if they drop from above. Instead, characters just pick falling experience vials. This is very good news.
The bad: They're no longer experience "vials," but are instead just experience, um... Bubbles? Why was it decided to change form so drastically? In the original Trine, these were quite literally vials of green liquid, and now they resemble smaller versions of the water bubbles you can stand on in some places.
We have both physical experience vials, which still bounce and act phycis-like, and then we have the floating exprience, which is kind of "XP escaped from broken XP vials". The reason for two type experience is that the floating can be used to require player to actually reach the experience, while physics vials can be manipulated with other physics objects.
Malidictus wrote:Separate from that, I have a question: Are there any specific puzzles or "vial" locations that expressly require multiple players to obtain? For instance, there was a puzzle which required me to pull a lever on one side of a pit, which raised a platform on the far other side of it, and this platform then retracted within I think two seconds or so - easy if the second player is sitting next to it, not so much if you have to run up to the thing.
It's not impossible, of course - I did it both times I tried, but aside from bringing a friend, how am I supposed to run this? In the original Trine, I found that EVERY single puzzle could be very hard if you just rush blindly into it, yet could be made VERY easy if you knew how to approach it. Skill vs. planning, as it were. But I couldn't figure out an easier approach than just running and praying on that one.
All experience is collectable in single player, but some of the hardest secrets are made super-hard. Multiplayer or later-game skills can be used to ease solution, but it's not required. Please note that you can freely go back to previous levels with your current skills - the game just only saves to the latest played level so be sure to back-track in-between levels
. You can also turn single-player to multiplayer and vice versa, so you don't need to begin a new game to have your friend to assist you at some point.
I think ideally everyone should be able to access Trine 2 beta...Why restrict Trine 2 beta to only those who actually pre order the game???
I know many of my friends who would like to try Trine 2 Beta before pre ordering Trine 2!!!!
Once the game is released most of current beta will turn into a demo, at which point people can experience Trine 2 before doing the purchase. At now it will remain as a bonus for our early supporters