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Thank you, a lot of good ideas and feedback here.

- GameDev,tv did an article today on the camera in RPG's, that will be in today's build, its coded already, just testing. Mouse wheel will zoom now.
- I've moved that pesky archer that shoots straight away
- I've moved the cinematic to start straight away (preventing death by cinematic)

- Weapon respawn is deliberate (in case you want to swap back)

-> the random deaths concern me, I've never had that happen.

Will investigate the other comments - thanks!

(2 edits)

You're welcome!
I'm looking forward to seeing the improvements :D
...Actually, moving the cinematic to the start will suite nicely I think! Good idea!

With the weapons, I'd like to propose the idea of storing a reference to the weapon and just simply allowing the players to toggle between them with an key press (after they have picked them up)? At least, able to have 2 weapon slots you switch between (in case you add more weapons). There were times I wanted to switch to a sword mid fight for example. It also means you aren't using a bunch of resources spawning stuff unnecessarily.
The sword in the tree is actually a really nice way for the player to get their first weapon by the way, I forgot to mention that!

Edit:
Okay so I just tried the update. And here is the feedback I have  :)

  • The intro scene is a lot better! It's more fluid, although I would change the end where the camera faces the character (I keep thinking I can move) to just transitioning to the start camera position.
  • The camera is a lot better to work with, I was able to progress more smoothly! Feedback: The rotation when I move my mouse is too fast, I would slow it down a bit. And I would still like to be able to use a-d OR right mouse to turn the camera
  • It would be nice to have a text stating the player level above the enemies.
  • Random death seems to be triggered *randomly* when interacting with cups. Definitely the cups at the moment, as I kill everyone else. The player character does a roll forward if that helps pin point the location of the code that is causing the fault. 
  • Are there supposed to be duplicate years? It has duplicate 1890, 1910, 1913 and 1914 listed?
  • There is still a bit of a wall hack if the player is in range I can click on something and attack it, it ignores the walls if I'm close to them.
  • The logs with the swords don't have collision (I could walk through them)
(+1)

The next part of the RPG course is all about creating an inventory, so your suggestions wrt to weapons will get implemented then.  
https://www.gamedev.tv/p/inventory?coupon=1D3ABAD8

The enemies level is related to their size, the bigger they are the higher their level. That was a little bit too subtle but once you know it, it makes a huge difference. I'll think about better ways to differentiate though.

I think your random death was the win condition :) he only does the roll once he has all the cups. I have an issue atm though that the player's toon colliding with a cup triggers the cup counter as does clicking on the cup itself, so some cups are registered twice and then you win before all are collected. I'll fix for the next build.

Good pickup on the duplicate years. In those 4 years we won the SANFL premiership and the Champions of Australia trophies. That will get clarified now the crunch is over.

Noted the other comments, I have a big list of minor issues :)

I'm glad you've had a good go at it. This one month prototype is going to grow into a 6-12 month labour of love once I complete some more study.

Thanks :) 

- See, I thought the size was meant to represent different "classes". Also from a distance and in the middle of looking around it's hard to notice the size difference. Perhaps you could change the colours of the characters? My first thought was, more for future or if you could actually model yourself, but use different footy jumpers. Definitely something to think about. 
- Ohhhhhhh, that's whats been happening! Well first step is understanding the problem ;p haha. I think what would be good is to add a win pop up and a death pop up because I thought I was dying and kept playing like "I gotta get all the cups! I GOTTA" haha

- Ahh, yeah, will be good to have the clarification. 

Good job on the updates! A big list of minor issues *has flashbacks to my 3 day cram* haha.