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FLARE [ARCHIVED]

Some feedback after few hours with Flare

Forester64
Saturday, July 28, 2018 - 10:17

Hello, played Flare for few hours, didn't finish it yet, but here some feedback:

1 More scaling and resolution options needed. I eventually found way to change it in config files but 640x480 by default is just very uninviting in 2018. Even Diablo 2 had 800x600 mode :)
Default probably should be something like 1280x720 considering how common widescreen resolutions are now, with various options like filling whole screen, 2x / 3x / 4x scaling modes, etc

2 If player uses skill bound to left / right mouse buttons but has no mana or skill is on cooldown use basic attack instead. Replacing default attack with something more powerful and relaying on mana regen items is common tactic in modern arpgs.
At the moment when you are out of mana you hero stops doing anything which kills pacing.

3 If "move using mouse" is enabled and you click and hold mouse button on enemy character should run to melee range first before attacking. Current behavior is very clunky for melee characters.

4 HSL shift to increase enemy / item variety? Recolors were used a lot in Diablo 2 to make new monster subspecies / champions, I think it's great way to increase variance with limited visual assets.

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dorkster
joined 13 years 2 months ago
Monday, July 30, 2018 - 15:44
dorkster's picture

Thanks for the feedback.

  1. The way our resolution scaling works, we have a minimum resolution (480p) and a maximum resolution (600p). If the window height falls between these two, we don't scale the image and keep the pixels 1:1. If the window height goes over 600 pixels, we begin to scale it up to fit the window. 720p is kind of pushing it for the size of our assets, but I'd be willing to try it.
  2. This has been brought up before and I think it would be good to provide a way for us to set a "fallback" attack ability.
  3. This has been a long standing issue: https://github.com/clintbellanger/flare-engine/issues/146. We'll have to do something about it one of these days.
  4. We already do this a little with some of the skeleton mages and grave turents, which have red/blue hues for fire/ice respectively. We also used this tactic for the Fossilized Antlion enemy, which is more brown than the normal antlion sprite.
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