Quote:Original post by Anonymous Poster
1. Aiming is a bit inaccurate. I remember being able to reliably hit targets when at the edge of visibility. In this remake I frequently need to move forward or backward to get the hit even though the crosshairs are dead on.
Yes, I did make the cannon shot smaller. I change this in the future
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2. Love the console at the top. If my memory serves correctly, the enemies appeared as larger dots in the radar as did the center dot. At their current small size in the radar it makes them difficult to distinguish from refill squares at a quick glance, especially for color blind dudes like me. This seems like an easy fix to me, and would make a huge difference in game play.
Very good point. I have a dying CRT monitor at home that could barely display this, had I really bothered to test it on that. I'll increase their size.
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3. I don't remember the aim changing (crosshairs getting "jolted" right or left) after an enemy hit. Is this an new addition of yours?
If you have an old computer, you'll take a large framerate drop when taking damage due to the visual effects. Go to the Options menu and check off "Simple Graphics", and it'll be much easier on your system.
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If so, I'll definitely want to get a new computer. That's how much I'm psyched to see your remake!
Thanks!
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PS: Is there a difference between Spectre and Spectre VR? Though this game seems identical to the one I remember (with the exception of the appearance of the menu and the background animation during the menu), I only remember the game I played as being called just "Spectre." Anyway, keep up the cool work! Thanks again.
I believe the original Spectre was known as "Spectre Challenger". Actually I don't recall where I read that.
Anyway, the difference is that VR includes all the extra enemies and hazards, as I described when I added the "Arena" mode. (I'm not going to call it "VR" mode since I don't want to get sued...)