Well here's a reply:
1. If WASD being close to R is your only concern then I suggest you pay no mind to it. A TON of game have WASD controls with R being restart and there's no problem.
It would ONLY be a problem if the player would need to press something different than WASD which he so far doesn't. There isn't really a need for re-mapping the controls. MAYBE adding 2 buttons in a "Choose your controls" screen where they either click a picture of function keys with WASD or the Arrows. Then they could change it in the options menu under controls if they wanted.
2. From the 3 visuals screenshots I think the first one works best but I since the game seems rather futuristic I'd erase all the brown (earthy) parts and replace them with metal like parts. So it fits with the theme more.
2.1 You COULD also add a version of 3 where you'd have enough light sources to light the entire room nicely but they would all be breakable so if you break them it's your fault. Since I KNOW someone would cry about the game being too dark.
3. Keep in mind that it's Visuals < Playability. If you introduce new visuals which would make the game lag in response then I suggest not adding it. A fully responsive game with a little worse graphics is far better in my book than a game with tons of eye candy that needs half a second to respond to my button press. Especially in Twitch hard and so on where your survival relies on quick movement at times.
I'll get back to you on the music after I play the game again.
-Numeris1672
deletedTAMyStudios
Honestly, the new art style for graphics was unexpected, but I'm pleasantly surprised. I'll have to see it in action to think about how "business" can be reduced. One of any number of ideas is similar to sound suggestions - the "current" event is the "loudest" or busiest visually. I honestly think that's more difficult to do with visuals than sounds, though.
The top and middle screen shots... say light and dark levels, anyone? It looks like an arcade. One is the full arcade, the other is the set of darker, 'broken' levels that are only beatable by meeting specific requirements. (Super Meat Boy kind of did that.) Just my imagination running wild :)
Music? Honestly... I need to check out any changes you guys make down the line, but does this game really need music right now? What's it like without it? Some of the music I heard was cool, but none of it really matched the game, and definitely not the art style I'm seeing in this blog post... The creator of Fez let his game go in silence for a while and eventually found a musician who was able to "create the songs [he'd been] hearing in [his] head the whole time".
"However, it will involve a refactor of code that will take some time." - To add support for WASD? Oh my goodness.
MakeGamesHappen
Well, I would want WASD and Arrow keys to be mapped to the same actions.
Right now the mapping is pretty flexible. But only allows for 1 to 1 mapping.
Example:
variable jump:String = "J";
In code I can reference:
If justPressed(jump){ do jumpyStuff();}
However: Variable jump cannot be simultaneously equal to say... "J" and the up arrow.
It can be one or the other. This can be fixed with an array sort of... But it also leads to performance issues and I want the controls fast... I am thinking of doing a lookup table that involves some complex bit-shifting to get this to work correctly....
maybe...
var jumpHash:uint = 0x000000;
I could treat this as a binary value and use bitwise operators on it.
This would allow up to six keys to be mapped to identical actions..
This idea is a bit half baked... Now I will think about it here...
Each key is assigned to write to a hash in a given position...
maybe: key[j] = {hashValue:0x000001, writeToHash:jumpHash}
while
key[upArrow] = {hashValue:0x000010, writeToHash:jumpHash}
Both keys write to different positions of the jump hash.
And as long as the jumpHash evaluates to non-zero, we assume the jump key is
pressed.
Musical Direction:
Tyler will be working on 10 songs for us.
He gave me his entire discography. 2007 - 2013 on DVD. I am now listening to it every day.
From this, we will come up with a musical direction.
-MakeGamesHappen
(-John Mark)