Everything worked as I expected. I pressed TAB, I got the map. I pressed ALT, I got a pop up for the pickable items. Gameplay feels as it should.
On my computer at least, I am getting big stutters, which I know is a godot thing, but maybe look into how to pre-compile shaders and stuff like that, beacuse the stutters are quite bad (again, godot thing sadly)
I managed to find a bug with the portal to Mines/Town. I enter the portal from the town, and it takes me to the Mines lvl 1. But when I enter, I am on the Mines lvl 2. I enter the portal to the Mines lvl 1, and it takes me there, I go back to Mines lvl 2, and now the portal takes me back to the Town. So there is something going on in there.
Other than that, I don't know how it was on the original Diablo, but I feel my character is kinda slow. It would be nice to have some option to run, maybe at the cost of some kind of stamina ressource, even if is not in the OG.
Edit: I tried to swap my equiped weapon with one from the inventory, but I had to un equip mine first, and then equip the other. Make it so that I can just select the item from the inventory, and "drop" it on top of the equiped one, and it get automatically swaped.
Hello stutters my old friend... I really hoped upgrading to Godot 4.4 would solve/lessen this issue. Even made a little caching system to load all kinds of materials, shaders and particles in the loading screen to mitigate this. Seems i will have to look into it again :(
The inventory stuff is planned of course, just didn't have time to do it for the current build. Good catch with the portal issue, gotta admit i didn't test it when i added levels 2 - 4. Will investigate.
For the speed/pacing stuff, i will need to find a sweet spot. I might experiment with stamina and running later on. What i dont want, is to have this game become a PoE kind of monstrosity where the player just zooms around the map.
The settings menu doesn't work when trying to make it windowed. The pathfinding for the dwarf sort of works, and I can't see when I'm behind a building. I don't think there are any tutorials? It took be a bit to find the town and I can't enter any buildings where it seems like I should be able to. Nothing in the starting chest, so I had 1 DPS with the dwarf. The HP number isn't the same as the HP bar and isn't close to the MP bar? The graphics and music are good. It's very flawed and needs lots of work but could be something interesting. But personally the only RPGs I like that are like this are Diablo and the older games like Arcanuim which heavily are focused on their theming. There isn't a real definite theming to the town compared to Tristram Village, which is a major thing to compare it to. The point is Tristram Village felt alive and lived in while the two buildings you have don't as of yet. General world building for the enemies being faced and the dungeons should also be considered. Right now the cave is a cave with goblins. Caves are good and all, but it's nothing with how much the Cathedral in Diablo 1 sets up the world with how something so sacred has been turned into a den of monsters. You have to figure out what you want to do for the settings and how you want to showcase it, but the gameplay mechanics do show promise. I'm interesting in playing more of this in the future.
You are absolutely right about the world building, it's very barebones or rather non existing yet. Got some vague ideas that i will need to refine and flesh out via dialogue, more decorated levels etc. This version is just a first test for the most important gameplay systems. So the buildings are currently just placeholders/blockouts for the environment (and they are not meant to be entered actually). More to come later.
The UI needs to be optimized too ofc, the health/mana values are a bit small i think and it should probably be configurable if they are always visible or not. I will investigate the settings thing with the windowed mode.
i'm usually against heavy post processing filters, but i think here it kind of works, it's a vibe the character slowing down to a crawl and then having to SLOOOWLY wait for the chest opening animation is very annoying pickable items on the ground are kind of hard to see and they don't pop up compared to random decorations and junk, they should have some kind of outline or glow or anything that makes me look and go "damn, maybe i can pick that up"
Items should have some particles floating up when they lay on the ground. I agree that some are hard to see (the small swords for example), so maybe i will think of something in addition to the particles.
The interaction animation was an idea a long time ago and i got used to it, but i can understand how that can be annoying. Will try without for next DD.
Btw theres pretty much 0 post processing, the only two things that make it look like there is, are the outlines and a plane in front of the camera thats see through in the middle. Made the latter just to give a sense of darkness in the distance.
I'm happy your are back anon. It seems you decided to pass to Godot so a lot is still yet to be converted. Keep on struggling.
Code this error logged constanstly
at: ~Dependency (servers/rendering/storage/utilities.cpp:56) WARNING: Leaked instance dependency: Bug - did not call instance_notify_deleted when freeing.
Thanks for trying again! I hope everything was stable apart from that logging. Instead of converting my old Godot 4.1.1 game i just rebuild everything for 4.4 because some systems were just spaghetti lol.
Will investigate that leak warning. It seems to happen mostly when exiting the dungeon or quitting the game when in the dungeon.
Comments
Everything worked as I expected. I pressed TAB, I got the map. I pressed ALT, I got a pop up for the pickable items. Gameplay feels as it should.
On my computer at least, I am getting big stutters, which I know is a godot thing, but maybe look into how to pre-compile shaders and stuff like that, beacuse the stutters are quite bad (again, godot thing sadly)
I managed to find a bug with the portal to Mines/Town. I enter the portal from the town, and it takes me to the Mines lvl 1. But when I enter, I am on the Mines lvl 2. I enter the portal to the Mines lvl 1, and it takes me there, I go back to Mines lvl 2, and now the portal takes me back to the Town. So there is something going on in there.
Other than that, I don't know how it was on the original Diablo, but I feel my character is kinda slow. It would be nice to have some option to run, maybe at the cost of some kind of stamina ressource, even if is not in the OG.
Edit: I tried to swap my equiped weapon with one from the inventory, but I had to un equip mine first, and then equip the other. Make it so that I can just select the item from the inventory, and "drop" it on top of the equiped one, and it get automatically swaped.
Keep up the good work!
Thanks for playing!
Hello stutters my old friend... I really hoped upgrading to Godot 4.4 would solve/lessen this issue. Even made a little caching system to load all kinds of materials, shaders and particles in the loading screen to mitigate this. Seems i will have to look into it again :(
The inventory stuff is planned of course, just didn't have time to do it for the current build.
Good catch with the portal issue, gotta admit i didn't test it when i added levels 2 - 4. Will investigate.
For the speed/pacing stuff, i will need to find a sweet spot. I might experiment with stamina and running later on. What i dont want, is to have this game become a PoE kind of monstrosity where the player just zooms around the map.
Appreciate the feedback!
The settings menu doesn't work when trying to make it windowed. The pathfinding for the dwarf sort of works, and I can't see when I'm behind a building. I don't think there are any tutorials? It took be a bit to find the town and I can't enter any buildings where it seems like I should be able to. Nothing in the starting chest, so I had 1 DPS with the dwarf. The HP number isn't the same as the HP bar and isn't close to the MP bar? The graphics and music are good. It's very flawed and needs lots of work but could be something interesting. But personally the only RPGs I like that are like this are Diablo and the older games like Arcanuim which heavily are focused on their theming. There isn't a real definite theming to the town compared to Tristram Village, which is a major thing to compare it to. The point is Tristram Village felt alive and lived in while the two buildings you have don't as of yet. General world building for the enemies being faced and the dungeons should also be considered. Right now the cave is a cave with goblins. Caves are good and all, but it's nothing with how much the Cathedral in Diablo 1 sets up the world with how something so sacred has been turned into a den of monsters. You have to figure out what you want to do for the settings and how you want to showcase it, but the gameplay mechanics do show promise. I'm interesting in playing more of this in the future.
You are absolutely right about the world building, it's very barebones or rather non existing yet. Got some vague ideas that i will need to refine and flesh out via dialogue, more decorated levels etc. This version is just a first test for the most important gameplay systems. So the buildings are currently just placeholders/blockouts for the environment (and they are not meant to be entered actually). More to come later.
The UI needs to be optimized too ofc, the health/mana values are a bit small i think and it should probably be configurable if they are always visible or not. I will investigate the settings thing with the windowed mode.
Thanks for playing and leaving some feedback!
i'm usually against heavy post processing filters, but i think here it kind of works, it's a vibe
the character slowing down to a crawl and then having to SLOOOWLY wait for the chest opening animation is very annoying
pickable items on the ground are kind of hard to see and they don't pop up compared to random decorations and junk, they should have some kind of outline or glow or anything that makes me look and go "damn, maybe i can pick that up"
Thanks for playing and leaving feedback!
Items should have some particles floating up when they lay on the ground. I agree that some are hard to see (the small swords for example), so maybe i will think of something in addition to the particles.
The interaction animation was an idea a long time ago and i got used to it, but i can understand how that can be annoying. Will try without for next DD.
Btw theres pretty much 0 post processing, the only two things that make it look like there is, are the outlines and a plane in front of the camera thats see through in the middle. Made the latter just to give a sense of darkness in the distance.
Call the boyz, new plunderground just dropped.
I'm happy your are back anon. It seems you decided to pass to Godot so a lot is still yet to be converted. Keep on struggling.
Code this error logged constanstly
at: ~Dependency (servers/rendering/storage/utilities.cpp:56)
WARNING: Leaked instance dependency: Bug - did not call instance_notify_deleted when freeing.
Thanks for trying again! I hope everything was stable apart from that logging. Instead of converting my old Godot 4.1.1 game i just rebuild everything for 4.4 because some systems were just spaghetti lol.
Will investigate that leak warning. It seems to happen mostly when exiting the dungeon or quitting the game when in the dungeon.