Ok, tested the game and here are my thoughts. Some of these you might already know of and have plans for, but I'm listing all my observations nonetheless and leave it to you to filter them :)
UI: click on icons to enter inventory, character screen, powers, log rather than only using shortcut keys to access them.
Inventory: Right now you can only drag'n'drop an item into a slot. Would be useful to be able to one-click on an item to "bind" it to mouse and one-click again to release it when the mouse is over the desired slot.
I really like how numbers appear over the health/mana bar if you hover your mouse over it. On the other hand, the health bar changes its colour too fast when health goes down. At one point it's green and at the next it's already red. A more gradual transition would be better e.g. green-yellow-orange-red (or any other fitting combination of colours)
When you die there doesn't seem to be any restart, you have to close the application to start again.
Monster pathfinding doesn't work well in some situations, monsters can't find their way around obstacles even if the player is right at the other side of the obstacle.
Monsters can be killed through closed doors. This might cause exploits in some situations.
No idea how to consume food or put items into quick slots.
I like the pseudo elevated tiles.
A mini-map you can check would be useful.
When exiting one map and entering a new one, the exit could be depicted more interesting, for example open doors and similar.
A fun element would be to bash and destroy map obstacles, barrels, boxes etc.
Map tiles could use some colour variation. Right now they are mostly grey (and I mean really grey grey). Grey, black and similar monochrome colours feel really dead. Even with slight hints of other colours (e.g. a slight blue-ish tint) would improve the situation. If you analyze some of the rembrandt paintings, you will see that very rarely is black a solid black, but rather a very very dark tone of some other colour. To contrast the grey stone elements, flags and such could have stronger colours.
But all in all you're doing a great job, the game is playable, runs without any major problems and focuses on the important core mechanics. Can't wait to see more progress, (such as archery and magic systems ;)
I haven't tried OSARE yet, since there's no Linux build and I have no idea how to make one. But then again I just remembered I have a windows machine right next to me I could (should) use. As far as I can tell you're doing a great project, first building a solid base from which larger games can grow. Will provide more feedback once I get to test it.
Cool stuff :) All ideas sound good, but I especially like the streamlining of the design, and the better submission form.
I'm wondering though, at the moment the main text field (the one I'm also using right now) works a bit slow, especially if I try to modify or delete multiple letters and words at once. On other forums I experience none such problems. Is this something that will also be addressed?
Great minds think alike! :) http://opengameart.org/content/electric-mine-locomotive
I agree, that's some fine programmer art :)
That last post was me, forgot to log in.
Ok, tested the game and here are my thoughts. Some of these you might already know of and have plans for, but I'm listing all my observations nonetheless and leave it to you to filter them :)
UI: click on icons to enter inventory, character screen, powers, log rather than only using shortcut keys to access them.
Inventory: Right now you can only drag'n'drop an item into a slot. Would be useful to be able to one-click on an item to "bind" it to mouse and one-click again to release it when the mouse is over the desired slot.
I really like how numbers appear over the health/mana bar if you hover your mouse over it. On the other hand, the health bar changes its colour too fast when health goes down. At one point it's green and at the next it's already red. A more gradual transition would be better e.g. green-yellow-orange-red (or any other fitting combination of colours)
When you die there doesn't seem to be any restart, you have to close the application to start again.
Monster pathfinding doesn't work well in some situations, monsters can't find their way around obstacles even if the player is right at the other side of the obstacle.
Monsters can be killed through closed doors. This might cause exploits in some situations.
No idea how to consume food or put items into quick slots.
I like the pseudo elevated tiles.
A mini-map you can check would be useful.
When exiting one map and entering a new one, the exit could be depicted more interesting, for example open doors and similar.
A fun element would be to bash and destroy map obstacles, barrels, boxes etc.
Map tiles could use some colour variation. Right now they are mostly grey (and I mean really grey grey). Grey, black and similar monochrome colours feel really dead. Even with slight hints of other colours (e.g. a slight blue-ish tint) would improve the situation. If you analyze some of the rembrandt paintings, you will see that very rarely is black a solid black, but rather a very very dark tone of some other colour. To contrast the grey stone elements, flags and such could have stronger colours.
But all in all you're doing a great job, the game is playable, runs without any major problems and focuses on the important core mechanics. Can't wait to see more progress, (such as archery and magic systems ;)
I haven't tried OSARE yet, since there's no Linux build and I have no idea how to make one. But then again I just remembered I have a windows machine right next to me I could (should) use. As far as I can tell you're doing a great project, first building a solid base from which larger games can grow. Will provide more feedback once I get to test it.
Here's one more http://opengameart.org/content/low-poly-parang
Cool stuff :) All ideas sound good, but I especially like the streamlining of the design, and the better submission form.
I'm wondering though, at the moment the main text field (the one I'm also using right now) works a bit slow, especially if I try to modify or delete multiple letters and words at once. On other forums I experience none such problems. Is this something that will also be addressed?
Regards,
Lamoot
Here's my entry http://opengameart.org/content/low-poly-crossbow
Hello,
I'd be intereted to participate as an artist in the bounty deal. Are there any news regarding this project?
Thanks for posting the news :)
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