Hero, iteration 0.7 feedback!

I hope you enjoy the seventh iteration of Hero!

Daniel

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Looks great!

A whole new level of quality! Laughing out loud

/johno
"you can't stop the change"

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Thanks, it has been quite a

Thanks, it has been quite a struggle to get away from the tech and into actually making the game...

I think the focus of the following iterations should be improve game play, character development and creating quests.

I think I will add mouse-camera control again... maybe with an option to disable it...

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Really huge steps forward

Really huge steps forward since I last played the game! I found myself a weapon at the old battle ground, went to see my brother, and then met my fate at the bridge of death. Hehe. I was half-expecting there to be a troll at the bridge asking me what the airspeed velocity of an un-laden swallow is ( http://www.youtube.com/watch?v=y2R3FvS4xr4 ) Smiling.

The game looks and sounds nice. The dynamic shadows (cast by the player point light?) are pretty interesting, how do they work?

The game seems to run consistently above 60fps, provided that's a frame rate counter in the lower left corner, but I'm getting a lot of tearing when WASD-scrolling around the map. Maybe vsync it, for people who are not forcing that in their drivers? Although you may not want to drop all the way down to 30 or 15 on slower machines I suppose... Could maybe lock to 60 and immediately present any frames that are slower than that, instead of waiting for next vblank (funny how this terminology still stays around with LCDs).

But I didn't notice very many glitches overall, quite solid! A minor one was that multi-line dialogue highlighting only seems to highlight the first row.

Could you do away with the Go to exit / Exit level button? If there was a visual aid that showed you were the exit was, and something "in-game" to click on to exit... Hm, maybe it is kind of handy to not have to manually walk to the exit anyway. My initial response when I was told that the old battlefield is north of the village was to try and walk off the map to the north, since the level edges are open... But an invisible wall stopped me!

Maybe I'm just not a very good RPG player (probably true!) but I kept missing level ups, maybe it should be more in-your-face and just pop up the level screen? Also, what do all the little green/grey bars mean in the level up screen? Smiling

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"What do you mean? An

"What do you mean? An African or European swallow? "

Hi thanks for testing!

I totally agree that the exit position needs some kind of graphical hint, I think I will model it after Fallout with slightly discolored grass and a mouse-over hint.

The dynamic shadows are done by low resolution ray tracing in separate thread. (Well the same thing with static lights really)

Yes level ups needs a little more attention, I´m thinking of introducing (as suggested by feedback earlier) a character generation step with a little extra help.

The green bars are skills points spent on a skills, if you fill up a bar you get the ability described with mouse over text. The gray bars shows how you can max out a single skill with your unplaced skill points.

Again thanks for the feedback!

Daniel

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Improvements

More quests would be great, but I think the amount of dungeons are enough for now.

How about marking the exits to the outdoor areas with paths? Like a trail or something (one square wide).

I really liked the new town, but it still needs work. =)
For starters I think you should be standing near NPC's to be able to talk to them, and also have a line of sight.

Something that I feel needs work now is the store feature, I'm still having to do trial and error when buying/selling stuff, and I don't think I saw any repair shops, but in the previous iteration that was a bit unintuitive also in my opinion.

And I definitely think you need to work on adding more items, and making sure they all have values when sold/bought etc. And that stores will buy and sell different items. Oh, and I couldn't wear one piece of armour and I have no idea why, (I'm guessing I needed more strength) it would be great to see why stuff can't be used.

Also, the hardened skill trait (I think that was its name), definitely shouldn't show as armour in the inventory in my opinion. =)

All in all I think itemization in combination with more quests is what is needed most right now.

All in all I really liked this iteration, it was great having more dungeons and a new map to explore.
______________________________________________________________
There's no kill like an overkill!

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Thanks Malice! Lots of good

Thanks Malice!

Lots of good advices there! (making tickets)

Maybe the shops should work like in Fallout with a middle area for goods in transaction and buttons for buy and sell mode.

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Hero feedback

Some real quick feedback. I finally got around to playing it while being bored at my parents'. It's definitely going to be a great game. I like the pace despite it being turn-based, which i usually don't like. But here it's made with nice flow and speed and I'm not bored or annoyed as easily as in other turn-based games.

My first problem was that when your father said you should go to the north i didn't find the exit, and i didn't know where north was until i found the "go to exit"-button and saw the overhead map. I don't know what's north in isometric view so maybe you should have some kind of compass and be able to exit on all edges, and especially the edges mentioned in the dialogue. if not all the edge, add something really visible that stands out ON that edge that you can find and walk to without having to use The Button. It feels like the go to exit-button is a nice feature but only necessary because the design of how you exit an area is flawed Smiling

Another interesting thing was that the animation of the hero when walking towards you has one frame where he's looking the other direction. maybe i only saw it because of the poor performance on this old computer Smiling

It would be nice if the hero equips things placable in empty equip slots automatically.

When talking to your brother in iwan the hero shouted at him from the edge of the map while he was in the castle because i clicked him from far away. i know it was mentioned before but it looked funny Smiling

There's quite a lot of spelling errors and weird spaces and such in the texts. You're probably aware but someone should go through the lines, and now i'm being kinda rude but possibly writing a little better on the story Smiling

The exploration music could be a little better. I don't know why but something made me want to turn it off. maybe the lead instruments are too sharp or loud compared to the rest.

I hope you're taking my comments as constructive criticism and feel free to do the same with my game Smiling

Well, good work and i look forward to more music, sound, items, quests, monsters, story and skills.

Heh actually it wasn't so quick in the end.

---------------
Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

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Rudeness is good!

Thanks!

Its great with rude feedback, if we want to make games that stands out we need to stop being polite some times...

I´m have already started working on the exit´s, I think exits will be all around the map (if tile is walkable). And that you reach that tile on the map....

North is to the upper left Eye-wink

Do you know which weapon or no weapon he held when you saw the glitchy animation?

I really need to add some better text input with spell checking (or be able to export to spell checker and then import the dialog)

I think writing and telling the story will be one of my biggest challenges since I have never done that before...
Since I identify it as a big risk, I really need to get cracking on those quests.

Daniel

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Heh, see i would have

Heh, see i would have guessed upper right Smiling

I don't think i had equipped the sword yet. Well it was either bare hands or the sword you pick up from the first quest.

Yeah i think it's important the text is correct. Not just because i'm pedantic about it but because sometimes it gets hard to read.

I've tried to write myself sometimes and it really needs practise to be any interesting as with everything else. It would be great if someone who CAN write could give you some advice and give feedback on the dialogue. I'm not sure any of us are of much help there. I could help with spellchecking but it seems more efficient to let the computer do it Smiling

I could try to be more specific about what i didn't like in the dialogue in the future and maybe that'll help you improve. I didn't remember any specifics when i wrote the feedback. I'll read and note more carefully next time.

---------------
Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

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I agree, the dialog is

I agree, the dialog is really important, I´m starting to think I need an easy way to correct it when playing the game, well the editor is in game so not to hard to implement...

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Heh, you could add some way

Heh, you could add some way to report the dialogue, maybe with a small comment. I'm not sure how easy this is to do though. This would naturally be a beta thing that you'd remove later.

I think this would make it easier for people to help out with the dialogue without the overhead hassle of going to the forums and trying to remember what you saw and where you saw it.

______________________________________________________________
There's no kill like an overkill!

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yes, that might be worth

yes, that might be worth it... I actually had a feedback feature in one of my games once, just uploaded the text to a PHP server.

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Malice - I think I need some

Malice - I think I need some explanation on how you would like the shops to work?

Is it just instructions and feedback that is missing or something more fundamental?

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quick testing

I'm still not happy with the way that mouse vs "thing" intersection works.

It works best on crates and monsters, i.e. you don't have to be pixel perfect to click on one of those. However I think it could be even more forgiving there (bigger radius or whatever).

When it comes to dropped items the hit detection seems to be pixel perfect, and that doesn't really work. For example with a bow you can't click on it if you click between the string and the bow itself. Additionally, the cursor changes when you mouseover a dropped item, changing from the feet to the dagger, and this confuses things even more.

Also, is the intent that you can "clear" a dungeon without killing all the monsters? I seem to have been able to clear Broken Tomb without killing all the monsters (just running past some of them).

I'm doing this testing on Mad's machine, which isn't all that high-performance. I am experiencing strange "lurches" when I drag the mouse cursor around, it seems like the fps is going up and down in waves.

Considering what you wrote in the other forums about how you approach drawing IMGUI stuff, I wonder if you are using a large number of draw calls per frame? If your count is high, this might be problem on lower end hardware.

/johno
"you can't stop the change"

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Hi and thanks for testing! I

Hi and thanks for testing!

I agree on the mouse over items, it became very clear to me when I implemented the new "show every item, monster, door and crate when pressing CTRL" feature. I always use it now... much easier than finding the correct pixels...

And a new mouse pointer for grabbing stuff is really necessary...

I think the drag-mouse thing can be A* related, I calculate the path from the character to the mouse tile on frame basis...

And yes it might be a lot of draw calls...

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