TL;DR awesome positive feedback and this is very appreciated from everyone on the Platinum Team. It's been a continuous pleasure to read the reviews!
Loads of feedback to go through, so let's dive into it:
Nature_Freak wrote: Expert levels seemed a bit easy
Jkk39 wrote: Expert felt a little too easy.
When we mentioned PlatinumQuest is easier than Platinum's, we weren't kidding. Our internal stated goal was mid-expert of Platinum (Sand Storm-ish), with an allowance of several levels to go through as harder than that should they still meet our criteria.
Nature_Freak wrote: Platinum Times were quite easy to beat
Platinum Times should not be a problem for a fair amount of the community, but some of the less-advanced players we have should find those Platinum Times appropriate to their skills. We aimed the Platinum Time to be roughly the equivalent of MBGold's Gold Times.
Nature_Freak wrote: what do you gain by getting five out of four gems instead of four out of four?
Jkk39 wrote: Quota Mode: I don’t really see the point of getting 100%. If I can skip a gem, why wouldn’t I?
RadiantVibe wrote: it feels like there's quite a bit that could be done with this mode as far as pathfinding and level design
FK99 wrote: Quota Mode is great, but there should be a reward for getting 100% instead of just the gem quota. Am I missing it?
It should be noted that the text on the bottom left actually changes for getting all five gems. An indication for certain challenges to come
The level that actually introduces you to Quota Mode has far more gems and is very pathfinding based for those who want top times. /spoilers
Nature_Freak wrote: their score should be silver or gold on the end level screen and not green
This is indeed green for the time you achieve, but the top final time still is coloured appropriately. I have noted this for further discussion with the staff.
Nature_Freak wrote: I like how the Easter Eggs are now called Nest Eggs
PlatinumQuest's additional 'Egg' challenge is indeed the Nest Egg. However these are unique for PlatinumQuest and for Ultra/Platinum (in the full version) this will continue to be Easter Egg. This is something some people might get tripped over on.
eNetroQuest wrote: except for Physical Activity, match the difficulty category they were set in.
Frostfire wrote: Physical Activity is way too easy for Expert.
Compared to all the levels in PlatinumQuest, we worked hard to figure out which level belongs to which category and attempted to sort them by difficulty within that category. We took into account the level design, the skill requirements, and overall difficulty of the level among other tidbits.
This ended in a very interesting result where you'll find levels towards the end of one category and the beginning of the next one to be very close in difficulty and we had to make decisions which ones belong where.
eNetroQuest wrote: interface is that it takes some time to load the level previews, even after starting up the game
Jkk39 wrote: but I don’t want to wait for the camera fly to start to actually play the level.
This is a perfectly normal function. Currently the way all mods, Platinum included, work is this:
1) Select a level
2) When pressing play, go to loading UI
3) Load all game objects etc while in the loading UI and show a progress bar
4) Enter level, show all items, finish things up
PlatinumQuest removes the loading UI altogether by having the actual loading take place when selecting a level. This load is then indicated by the circle and is
identical to the amount of time you'd spend in the loading UI had you done it that way.
The advantage we get from this is show the level preview while loading, and post-loading we can show the camera path, giving you insight about the level. The disadvantage is being unable to quickly go through levels.
Since both ways are the same, we chose our method for being advantageous and better looking, however we
do have an option to load when pressing play and skip the camera paths, which is for slower computers as well as Multiplayer.
Jkk39 wrote: Bug: Sometimes when I was switching between levels in the level select frequently, and then playing one, it would switch me to a different level before the Ready, Set, Go sequence was finished.
EDIT: This is actually happening quite frequently, sometimes the level will just change. It's pretty annoying.
Can you make a video of this, please? (and send a console.log!) This is a bug we knew of and thought we actually fixed completely, so it would be good to see why it persists.
Xedron wrote: If you are using Cannons in custom levels (if it's possible) will you be able to set the power and length, as well as whichever type of cannon you want?
Absolutely! Cannons have Low, Medium and High powered states as seen in the demo as Green, Blue and Red respectively. We also have options for you to set the yaw/pitch the player can move the camera (while inside the cannon) at, which cannon type (charge, aim and instant), and lastly the amount of power the cannon has (from very little to like 9001). I will mention right now that any cannon that uses a non-standard power (Green/Blue/Red) uses a grey/white band instead.
Xedron wrote: There is a bug that if you jump from the outside of the loop and land on the interior, you will fall through and go OOB.
Can you make a video of this, and send in a console.log file? This will be very appreciated.
Xedron wrote: I found it a bit weird that you are still getting new features handed to you as you enter the Expert levels.
The funny fact is that the demo shows features all over the place, rather than show the actual progress. The Tutorial and Beginner levels show all the features and the next levels start using them.
As such, in the demo, you actually missed out on all the levels that teach you those game-modes, powerups and features.
The only exceptions are the three tutorial levels, Into the Deep and Having a Blast. Verticality actually doesn't teach you those disappearing platforms (a level before it does).
BlastedMarble wrote: 15 levels is a bit too small for a demo in my opinion.
It might seem small, but even 20 or 30 levels will be too little for some people. We wanted to show some great levels and hype things up as we're gearing through development, as well as receive feedback to implement. If we don't consider the Bonus category, then 15 levels is actually a fair bit that works for a demo.
BlastedMarble wrote: Cannons are a really nice concept, although the aiming can be off at times.
Gravity is a thing and you have to get used to it. We figured that when users get hit with the cannons it will be a bit to get used to (our beta testers had the exact same learning curve) but once you understand them, it's a lot easier. They are an integral gameplay element in PlatinumQuest, so better up your skills
RadiantVibe wrote: fonts/buttons
FK99 wrote: different font than the rest of the game
Weather wrote: I would recommend changing the font for small text
We had a World War within staff regarding that. You have no idea.
Torque is also extremely bad with fonts, so that some fonts that looked fantastic in concept were impossible to pull off because Torque goes "Screw You!!" and blows things up in your face and it looks so terrible it's stupid. This is especially true with anything that needs to be small.
We resorted to using static images for some fonts so things would look nice, but there is no "one font to win them all" as far as we learned from Torque.
RadiantVibe wrote: if you go through that section backwards the gravity glitches towards the end of the curved ramp.
El_Robert wrote: In levels with the new "Gravity Triggers" (Training Wheels, Triple Action), if you go in the trigger to "climb the wall" and then some back the camera will "glitch at 90 degrees" for a fraction of a second then come back to normal.
Torque is fun like that. Likely not possible to fix.
Frostfire wrote: I didn't see a Consistency Mode
Sky High Circuit introduces it. Get below speed of 15 on normal play
Frostfire wrote: However I couldn't find the par speed anywhere except on the meter itself, which you can't see at the beginning of the level.
Good point, and we'll see how it can be resolved, if at all.
FK99 wrote: I'd like the radar UI to be customizable like in Platinum.
It is, though. Press Tab button or whatever key you binded it to in the Options menu.
FK99 wrote: I think hunt levels should have the blast ability.
PlatinumQuest was designed, back then, without Blast. Adding it would actually have the opposite effect for these levels.
FK99 wrote: maybe make the background in the main menu animated, like in the level selection?
Extremely unlikely to happen as that's the actual level on the background.
FK99 wrote: remodel the duct fans entirely
We have not had new shapes for alomst 4 years now. When we got RDs we hoped to get new stuff but he played TF2 for 2 months straight instead so.......... whenever he feels like actually doing things.
FK99 wrote: Last thing: Are there actually easter eggs in PQ? I hope there will be, because I really like finding them.
Called Nest Eggs, and look harder! There are 4 in the demo.
Weather wrote: with the exception of the UTs on the gem hunt levels which are too difficult.
Terrace Tundra is reachable with some good spawns, and Vibrancy Grounds was actually based on Jeff.
Weather wrote: A few spawns in Vibrancy Grounds seem to have gems lined up where someone can easily grab even 10 points with little effort. Speaking of 10 points, I don't think the platinum gem is a good gem hunt idea.
*coughhorizoncough* and the Platinum Gem is actually there to stay. It's actually a rare gem to get, and in Multiplayer Versus we can easily decrease the chances of which a Platinum Gem spawns.
Weather wrote: settings and pause menu could use an update from the MBP style
things that are known todos
Weather wrote: I wanted to have the LE and .mis files to see how things worked (like the freaking GROUPS of moving objects - I hope the full version will have .mis
A bit of a let-down for you: the official PlatinumQuest levels will keep using mcs.dso, as they are now compiled scripts. Grouping of moving objects is done via parenting. Using Level Editor in the full version will produce .mis files as normal.
Weather wrote: Triple Action is kinda weird with the fans
I'll look into fixing this by lowering their force, but needs to find a proper balance.
Weather wrote: dts reflections (if they're possible)
Not possible, sorry.
Weather wrote: level downloader in the main menu
Should be there, no guarantees
Weather wrote: functionality that loads either the MBP or PQ dts files
Already does that depending whether you're playing PQ or not.
El_Robert wrote: would fit better in Tutorial if there's no level to teach us
Tutorial teaches you the basic gamemodes and some features that are the most prominent throughout the game.
El_Robert wrote: After all, they're supposed to be the hardest to get
Expert/Top players will receive their own dedicated challenge, which won't be revealed before release. I can count a few players in this community who might be up for it.
El_Robert wrote: Rotating objects still don't have proper physics
It hates us, still.
El_Robert wrote: I also encountered a bug where the cannon (in Scouring the Framework) became solid and I couldn't enter it
Can you reproduce it? If yes, please let us know which, and how to reproduce it. Video/Console.log will help.
El_Robert wrote: In Consistency Mode, after you reach the required speed, you should go OOB instantly after going slower than the required speed.
There's a grace period of which the level designer can decide on where you can go below the speed requirement before you OOB. Easier for beginners, and will piss you off a lot less as well.
El_Robert wrote: A Jukebox button like in MBP would be nice.
Will be there, was removed for the demo.
El_Robert wrote: An option to for the Speedometer to enable it "in all levels" or "Consistency/Haste only".
Only where the level designer enabled it. Not for all official levels.
El_Robert wrote: [strike]Achievements[/strike]Probably already in there.
In final
Yoshicraft224 wrote: some more marble skins would be nice
This is the demo, so needless to say we haven't shown everything. Fubar has its own marbles and won't be included in Platinum.
Yoshicraft224 wrote: Treat it like Helicopter Monster Course, Speed Attack
Community feedback over the last few years was very much against these sort of levels, so this won't happen.
Yoshicraft224 wrote: Terrace Tundra, Vibrancy Grounds, and Polymorphism aren’t really that replayable.
I'd like to hear how come you haven't found these levels replayable? For polymorphism, I sssume you found it too difficult? The other two would be nice to know as well.
Yoshicraft224 wrote: Suggestions:
You basically suggested to have MBU replacing this entirely, so no.
There will be
no Blast or Mega Marble, there won't be powerup models from MBU, there won't be MBU SFX, no MBU style graphics (the shaders are already there though).
Friction powerups won't happen.
Yoshicraft224 wrote: I keep having a bug where the music cuts out, and only plays in place of a sound effect, and only for a split second. Like, when you hit the ground hard, or select something in the menus. I even had it play the fan sound effect on the menu instead of the music.
That happens in Marble Blast Gold from time to time. it's the old OpenAL driver and how torque implements it's audio stack. Nothing we can do here.
Technostar wrote: Personally, I think that expert levels should be more on the level of Polymorphism to give players who like more of a challenge that option.
Expert levels become more difficult as you move along them. Physical Activity is very early Expert, whereas Polymorphism is just about the middle.
Technostar wrote: I would wish for a trigger of some sort that could remove an infinite bubble.
I will forward this and we'll see what comes out. No promises.
Technostar wrote: As a way to make them more worthwhile to collect, maybe they could subtract time from the clock, or perhaps a special time (like UT or PT) could not be achieved unless you have 100%.
We already have something implemented, but I will forward these suggestions as well.
Technostar wrote: Please make sure to have tutorials out on the forums about all new level design mechanics when PQ releases so we can make custom levels for it ASAP.
We have an internal document on how to use the new features, but it definitely needs a touch up. We'll see how it goes.