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Planet Miners - Alpha Launch Today!


Masterchief

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Planet Miners Alpha Release

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I would like to take the opportunity to thank all of you who made this possible! In under an hour you will be able to play the first alpha of Planet Miners - Mining to the core!

Well the first alpha gives you a sneak peak into the storyline of chapter 6. And be warned/be assured, as two of my internals validated the game is not as easy as it may look like on first sight, sure once completed you will be able to finish it within 4 minutes, but the key is that you won't get help, no AI that tells you where to go, no chief engieer that tells you what needs to be done, all you can rely on are the status reports of the board computer and the key is to listen very closely and carefully to what it says.

If you face any problems with the game or in case you want to give feedback (suggestions, ideas), do not hesitate to visit the new Planet MIners forum at jdbartist.net/forum

Oh and for everyone who intends to join our journey to the final release (still 1 - 2 years to go), there will be a second competition to win a free key in December! So stay tuned!

Cheers,

JDB

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As Pascal would be aware of, I loathe Unity...there's only two exceptions, Bungie (if you believe from the small clip in their last ViDoc which showed a level designer making a level in Unity), and this game.

Visually, the game is there. It's perfect in that respect (although those blue crystal scanner things should probably get a face-lift). Unfortunately, I have a couple other issues:

  • When the lady is telling me what I need to get around the Access Denied door, I can't hear what she says. Needs to be a little clearer.
  • I keep falling through the level past all those scanner things. Not sure if it's a gamebreaking bug or if that's on purpose and the thing I need is elsewhere.
  • If you do fall through the level, should have a kill zone.
  • Pause menu is getting a tad annoying everytime I hit ESC and it has to do the fade-out-in transition. The background effect is really cool, though.
  • Cutscenes need to be skipable after the first time.
  • Collision issues regarding the text above the blue crystal things when they're activating. Player should be able to pass through them.
  • For that matter, it does get tedious when you have to sit for 10 seconds at each scanner and wait for it to raise. Maybe shorten the activation time...

As I'm sure you can tell, I haven't got past that door with the red light yet. I'm looking, still, so don't help me (I don't think you'd want to in the spirit of the game anyways ;P), but those are my current reports. It's up to you what you do with them, and apart from them the game is playable and interesting (the lighting is PERFECT in setting the atmosphere, although the music needs to be a tad less repetitive).

Good work so far.

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Thank you very much for your feedback Extreme110! All of the points you mentioned have been added to my to-do list! But may I ask you to post feedback on the game related forum (jdbartist.net/forum) as I didn't intend discuss bug fixing on rockraidersunited.org ;)

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If you get an error while trying to put in your key, (although I don't have one :3) the Cancel and Activate buttons become huge and no longer contain text. Also, your forum and website as a whole is getting pounded, so I couldn't connect to post there, sorry.

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Please visit the forum for a full list of fixed bugs as the latest alpha build addresses the player kill zone, cutscenes, collisions and skin scale issues.

Latest Rev is 626.

@IceHusky²: What do you mean by saying the forum/site is getting pounded? It's still online... o.O

@Extreme110: Keep your reports coming! They help me a lot!

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I'd like a helmet light for some of the darker corners but I'd really like to be able to open that red door. I also didn't notice the panel that opened up the first few times I played, so it should be made more noticeable somehow.

Otherwise, the music and atmosphere are almost perfect. We just need player functionality now. And terrain collision meshes :P

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I wish I knew how scoring worked. I'm getting consistently lower scores in 627 than I did in 625. I think part of it is the removal of two of the mining beacons, but there must be something else because my highest score in 627 is 10k but in 625 it was 14k and I wasn't going for speed or anything else.

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There was an exploit in Rev 625 that was fixed in Rev 627 (when the refinery is back online it gave you 150 score points per cycle means 1000 points per minute). However you can try and find some secret objects (mostly stones) that will boost your score!

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Before the collision meshes were fixed I was able to get that glowing blue stone, but now it's (probably) inaccessible. I'll keep looking for other things to pick up.

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@Cirevam: That was fixed because Segatendo showed me you could jump over the door by climbing up there. ;)

@Rock Raider fan no.1: Well the 2 days after alpha release showed me that I can't give out more keys as the experience you will get from the alpha doesn't match my intentions yet. Please be patient until December.

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