What's wrong with a scroll bar, how else would the player change categories given that there will be like 100 items by the end game.
I should have hidden the talks since they do nothing.
I'll add back buttons to the scene.
Why would I make an entire 3D scene for what are essentially menus.
The staircase is there to represent the staircase up.
Have you never played an RPG? random encounters is the default.
Since there is no tutorial right now, there is no way to force the player to hire adventurers but when it gets added the player won't be able to go out without hiring at least one. should have probably just added some note at the beginning to hire someone tbh.
What's wrong with pixel icon.
Just back out on the hire screen and click manage to view the roster.
You have 6 slots because there are a max of 3 party members per row, so the player has to be able to choose 3 top or bottom. the max party slot is 5.
It's not a roguelike. You pick your dudes and go out and explore the first zone. The bench exists just incase someone decides they don't like someone and wants a different party member.
Escape is the default to go back with everything, how are you going back to an earlier turn with Space?
It's not randomly generated because it's not a roguelike.
I cannot replicate the map resetting on picking up a chest but I can on ending battle.
they all start with the same equipment because they have to start with something.
backline takes less damage. enemies attack semi randomly base on their ai.
I'm able to use Heal skills outside of battle on the Skills Panel, I can't see why you aren't able to.
Adventurer's start with a skill point, so you can start with a skill.
Enemy spawns are entirely dependent on dungeon floor.
Bloodlust and Mana Regeneration is currently set to percentage which because they start off with little, it ends up not actually doing anything. I should change it to flat numbers.
Yeah you have to traverse back, that's how it's always been with this style of dungeon crawler.
The only skills usable outside of combat are healing ones because they are the only ones that do anything.
Accessories not saying what they do is an oversight on my part.
It's not a roguelike.
Viewing post in Dead God's Descent jam comments
in itself nothing is wrong with a Scrollbar, but it looks and feels a lot better if the Categories are aligned, so all are visible. I.e. top to bottom on the Side or something. You have the Screenspace, you could work with this. Otherwise it'd look probably better if you'd just have the single Category displayed, with something like Arrows left and right of it. A Scrollbar always gives of the Vibe that it just didn't quite fit into the Room you made for it in the UI, and feels rather unfinished. At least to me. (I'm not talking about the Scrollbar on the Items, or Text, it doesn't look amazing there aswell, but you may not be able to go around that. But the Scrollbar on the Category buttons).
And the tiny Scrollbar on the Party bench just feels bad, you have more then enough room to increase its horizontally by a tiny bit, so you don't get a scrollbar there.
>Why 3D for esentially menues, Whats wrong with pixel Icons
The Issue is that you're using different Artstyles all over the Place, making it look uncoherent. It's fine to use painted looking Images for the Town, if you're using a painted look for the Dungeon aswell, as opposed to the current more Anime-y/Flatcolored look you have. And with the Pixel Icons it's the same, it'd be fine if you had pixelated Towns and pixelated Textures in the Dungeons and for the Characters, but with the painted looking Towns, you'd need more high resolution painted Images for the Icons. Just stick to the same Artstyle throughout the Game.
>Staircase
I got that, but it looks out of Place in a Forest. A more forest-y Staircase or way up would look better and feel more natural.
>Random Encounters is the Default
This isn't a strict JRPG with an overworld Map, and even on these random encounters with invisible Enemies isn't the default necessarily, there are enough out there with visible Groups, or at least visibly appearing close to you. This is more of a Dungeon Crawler, visibly roaming enemies you run into would feel better I think. But that's just my personal Opinion of course.
>Escape is the default to go back with everything, how are you going back to an earlier turn with Space?
I ment going back out of the Combat Victory Screen to the Dungeon, not back a Turn. That should go with escape aswell, but only works with Space.
>they all start with the same equipment because they have to start with something.
If they have to start with something, and you plan on having 100s of Items anyway, why not have the Reaver start with a weak Axe, the Gunslinger with a weak Gun, the Healer with a weak Rod and so on? To match their equippable Weapons?
>Able to heal outside of Battle
I may just be too stupid to navigate the Menu, but I couldn't select Skills in the Skill Menu, it just displayed a blank Page.
>It's not randomized, not a rougelike ,etc.
If it's not supposed to be randomized, I misunderstood what kind of Game you're aiming for, but I don't feel it should look like randomly generated Floors. It's fine if it isn't, Legends of Grimrock isn't aswell, but it should have more carefully crafted Levels and a Story then I think.
>traverse Back
If I'm on Floor 20 or so, at level 60 or 70, and have to go back to sell some Items to get a better Weapon, or because I ran out of Potions or something, not only am I going to have to sell 20 Floors of Loot at that Point, but then also traverse 20 fully explored Floors of low Level Enemies and to me at that Point useless Loot back down, that's just tedious and adds nothing, especially if the Floors aren't randomized to offer a new Incentive to explore them. In that case it just becomes a long walk back to the current Stage. I.e. Plunderground has a Teleport to Town and Back, which might be too much directly, but just an Item like the Townwarp that also lets you return to the Start of the current floor, or something akin to the Elevator in Stardew Valley, that lets you return to any fixed increment of Levels to skip a large Part of now no longer interesting Floors would be nice to have in the Future.
>Frontline/Backline
if the Backline takes less Damage then the frontline, does the frontline get any other Advantage? Or is it just there to put the Partymembers that didn't fit in the Backline? I feel like it should give some incentive to put certain Characters there, other then overflow.
Pretty much every other Thing comes down to the current State in Developmen I think. With well designed Townmenues and a good Introduction, it should become clear that you only can take 5 People, that you have to hire adventurers, and so on.
Just as an Example, a short "hey, I arrived in the Town next to that legendary Dungeon I'm going to run down to the bottom of - I need to get myself a party ready" and then having to click on the Tavern as the only clickable building first, ( on that note, you could have the actual Buildings or building Entries be the Buttons/clickable, instead of a List of Buttons on the Side of the Screen. It's functionaly the same of course, but it'd look much more immersive), and walking through the different buildings and their Functions like that would probably be enough.