Wowsers man! This new iteration kicks ass as usual Smiling There is not much to actually complain on, other than the "need for more".

The ui definitely works but can of course be polished. Since you showed med the idea behind the "points ui stuff" I definitely got it and liked it (though it feels as you can max out pretty easily?)... but possibly it is not that intuitive to others (I think you need some kind of usability testing for this).

Adding more decorative items and outdoor environments definitely made the whole world a lot more vivid. One thing that surprised me was that both fighting and picking worked regardless of the "height" of the tiles. This did not seem correct, possibly it could be interesting to have a high point advantage when fighting. Though picking up stuff from a large height difference just felt weird Sticking out tongue

I know that you have been pondering magic and I definitely think it is time to introduce this in the game now as it will probably wreak havoc with any kind of balancing stuff.

Otherwise it would be interesting to know what you have in the pipe...

users avatar

In the pipe for Hero

Hi thanx for the feedback!

Yes picking and fighting should be only within reach, this is an example how the game play starts to convert from 2D to 3D Smiling

Sorry but magic will have to wait a little longer, my plan is that the first Island you play on will be more or less just stealth and slash... When I got those skills working properly , You can find and learn (unlock) magic skills on another Island.

Iteration 6 will be quite small, I´m on vacation with the family and I predict I will not get much computer time, but the plan is to work on dungeons. Enabling slopes, so you can build interesting terrain... The landscapes will get a little less squared... I have tried this and it looks kind of cool.

If I get time over I will work on the first Island and dungeons. I will have around 10-15 dungeons on the first Island and this will be the free part of the game, it will contain one larger quest and a maybe few sub-quests.
My goal is that the first island will take around 30-60 minutes of game-play. One dungeon should take 3-5 minutes to play, no large booring dungeons...

users avatar

it looks better and

it looks better and better.

it was slow and like chewing gum at first. the mouse pointer was like syrup and hacking and was a bite late and behind. it felt like the same problem that i had with pirate quest. so i changed the resolution. when i changed the resolution to the lowest the music stopped. i restarted hero end then the music worked. the slowness also disappeared.

it's hard to know if I've finished the dungeon. maybe the "go to exit" button shouldn't show before you are finished.

i think it's too dark. i changed to light in the options, but it didn't help much. i know it's summer an sunny, but i still want to play it.

can you make a button for options in game?

www.colourmad.com
www.johno.se/whiskey

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Hi mad! Thanx for the

Hi mad!

Thanx for the feedback,

I think I will need to do a proper brightness setting in options so you can change the overall light and not just adjust the shadows like I do now...

You can access the options menu if you press Esc when playing...

I agree the finished dungeon feedback is easy to miss right now, Iḿ thinking of having a active quest progress text on the screen so you know what you are doing and where to go next.

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Dungeon Goodnes

Ello

Have just been made aware of SpellOfPlay and am intrigued very much about what you guys have done.

The hUb is magickal :}

I love dungeon crawlers rogue-like type stuff so naturally picked Hero to fondle with.

Lovely dungeon goodness! I can see she's still at her infancy and am excited about where she's heading towards.

I noticed you were looking for feedback about ui and having played Hero for a while (few days on and off), thought I'd share a few thoughts.

It looks great! Suffice to say, I was impressed with the screenshots and downloaded it straight away.

A thing I've noticed, it would be nice to have more information when you hover over stuff.

Like say, when I started out, I wasn't sure where or which locked dungeons I was supposed to be clicking on. The only difference between them being their locations. Hover information about what those dungeons are or possibly a different highlight colour to show where I'm supposed to be heading next would be helpful.

I was also unsure of how I could heal myself. (Is there a manual somewhere that I've totally missed?) I found out that I could heal myself fully by reserving my character points and clicking on Health to increase it when I was close to death.

Another mild inconvenience would be getting my character to go through doors. It's more of a hover and wait until the pointer shows the door icon so I could go through it rather than clicking on the entrance/door itself. Like I said, just a mild inconvenience. :}

As for the convo between dad and his character, will it effect the game experience if I answered differently? (subservient rather than rebellious)

Hope I didn't rant my head off there. Looking forward to the next iteration! Awesome work! Thanks, dntoll.

users avatar

Hi shi (I now follow you on

Hi shi (I follow you on twitter)

Welcome to the forum!

Thank you for your kind words and valuable feedback!

I plan on a dedicated screen-space to present more information about stuff you hover over, my plan is that most things should display hints there with interaction hints and keyboard shortcuts.

I also plan on small descriptions when hovering over a dungeon("Ancient overgrown ruins of a demonic looking long forgotten goddess"), preferably with a little iconic image. I would like on small signs("Danger, in this forest there be monsters!") and roads on the map to help the player get to quest locations.

When I get the quests working properly I would like to steal the quest system from fallout III where you have one active quest and you get compass direction to next place...

Healing can be done in three ways, raising constitution stat, drinking potions and first aid skill. (First aid can only be used when no monsters are active and only on or two times per wound depending on skill)

Yes, door picking is not that good right now, right now you need to click on the floor below the door, well its in the pipe...

Well lots of plans, my to do list is a ~hundred tasks that I prioritize between. And your feedback helps me to focus!

Daniel @dntoll Toll

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I forgot to answer your

I forgot to answer your question regarding the dialog with the father, it does not matter right now what option you choose.

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Multitasking

Ello dntoll (likewise)

I can only imagine the multitasking you're doing so thanks for responding to the feedback. :}

I'm guessing you're updating a wiki somewhere (or maybe you're using trac and updates are commented somewhere) as you implement more rule changes and such? I find this the easiest way to keep things on track for myself when I updates stuffs.

In any case, awesome! That quest system will definitely aid the player alot and will make the experience feel more linear than freeplay (or non-linear depending if you want to do the quests or lvl up).

users avatar

welcome shi

Hey, I'd just like to welcome you to the Spell of Play community shi!

I'm really glad you like hUb. It's in constant (though slow) development so feel free to suggest any improvements!

Anyway, I hope to see you around!

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doors

i just want to say that i've also had trouble opening the doors.

interesting about the first aid. i wondered why it disappeared when i needed it. now i know it was because of the fighting.

another thing i've noticed is when i'm in inventory there is text over the stuff i can't use, but the text is longer then the stuff. is it like that because of my resolution?

i'm looking forward working closer to you next weekend and make more music to hero!

/mad
www.colourmad.com
www.johno.se/whiskey

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ah you mean "Cannot equip"

ah you mean "Cannot equip" is longer than the item box... no, its just very lazy coder Eye-wink

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Looking Good!

This game is looking better and better all the time. =)
I tried playing it a while back but it just doesn't like my DX-driver for some reason. I know I can use the one supplied by the game, but still I'd rather it worked on the one I have installed already. Anyhow, I may just have to give up and use your DX-driver. Sticking out tongue

______________________________________________________________
There's no kill like an overkill!

users avatar

20 RPGs analyzed on

20 RPGs analyzed on Gamasutra:

http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpg...

Have not read it myself but it could be good...

users avatar

Thank you I will read it, I

Thank you I will read it, I saw that it contains a few of my favorite CRPG´s

users avatar

thanks for the link! will

thanks for the link!

will have a read :}

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Finally!

I finally got to try this game. (all of a sudden it works, go figure..)

A few things I noticed off hand. On the axes you have spelled chop as shop. No biggie but it should be a quick fix. =)

The clouds in the world map are nice, but it would be even nicer if they behaved more like the birds (they are friggin awesome!). That way they would feel more like the are drifting along the wind and the wind is alive. Also, they seemed a bit stretched out vertically.

I'm not sure but I think increasing my speed in the dungeons also increased my speed on the world map, I was so fast it was almost silly towards the end. Not sure if this is intentional or not though.

It would have been nice with some standard RPG stat placing to begin with because it took me a while to figure out that I had stat/skill points to spend.

Also, maybe a tip as to which dungeon should be visited first could be good.

I also ran out of inventory space once and thought it was a bug with picking up the item. Something that informs you that you can't pick up items would be nice. =)

The door issue would also make my list. I had a similar problem when groups of enemies were close together, I had problems targeting the closest one.

______________________________________________________________
There's no kill like an overkill!

users avatar

Hi again Malice, and thanx

Hi again Malice, and thanx for the feedback...

no more shopping enemies Eye-wink

Yes I´m thinking of having a character generation step, and I think I will need better feedback on that a level has been raised and points can be placed...

Oh move speed should be the same ( I hope ), but quite fast outside dungeons...

Doors and enemy picking is in the pipeline...

I think the next iteration(7) should be about interface, feedback and game-play. The current iteration has been a bit to technical, it does not help the game forward to have slightly better lighting... ( but it was fun to code )

Well a few hours left of iteration 6 maybe I can fix some issues during sopcon1

Daniel

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Shop shop! When leveling up

Shop shop!

When leveling up I got a very distinct noise, that was much more effective than the star at alerting me of my level up. I think maybe making the sound a little more pronounced and having a text flash by that says "level up" would be effective.

Hm, you could be right about the move speed, it was more of a feeling that actual fact. But maybe slow down the character a little in map mode?

It's important to have fun coding too, don't worry. =)

______________________________________________________________
There's no kill like an overkill!

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