Lewds beat me to the first thanks, but I can at least go over some depth in what we have now and what's still being worked on.
But first, THANK YOU. Setting up the tile mapping took about ~3 weeks, but it's going to make the game buttery smooth with movement, slopes, hills, etc will be so nice and comfy rather than blocky and sticky. It murders my fun when I keep getting stuck on things in a game so I took super care to set the foundation on the mapping to prevent it. I'm nearly brought to tears seeing someone noticing my hard work. I love it.
Also, thank you for reporting even the small things. It's so easy to overlook something, so I really appreciate you doing this. I'm going to respond to each of your notes in order, if that's okay.
- 1920x1080 is going to be a standard, though it may change to 720 and keep ratio to prevent stretching. For now it's all 1080
- The game screen sliver is interesting since it's set to launch on primary monitor, 1080, windowed, center screen. I'll to some testing on my other monitors to see if I can find what's causing it to sliver the bottom on you. I might have it set to just launch full screen on releases.
- Settings being intouchable in main menu is a problem I should have fixed by now, but the reason I haven't is we're remaking the main menu, ehem lewd spoiling that here cough cough, ANYWAYS, thank you for reminding, me. I've got it at the top of my list now, it's going to be ideal to have settings accessable from the main menu.
- Icons cutoff will likely be fixed with the new menu art as well.
Character Creator:
- Exit button on screen, very good idea. Honestly, never even thought about it, but that's a good idea.
- Add a table to see what sitting looks like in creator, another good idea. The legs do hide behind the tables, so it'll make more sense when I get those sprites in the creator. Adding that
- Ahh, I need to fix those so you can alter the colours. I've been fiddling around with palette swapping to keep asthetics clean and I probaly broke those in the process. Added to the list now!
- The duplicate strawhat was from my testing palette swaps. Originally there were only going to be 5-10 premade pallets but I spent a ton of time setting up the creator to auto pallete the colour chosen based on the main colour so it auto creates the accents. Delete duplicate hat, added to the list!
- I need to rework a ton of things in the creator it seems. I've been deferring them in orde rto focus other things, but I didn't realize how much had piled up~ So, thank you for that! I think I know what you mean with the unders being toggle-able. As for the cloaks being in unders, I meant to remove that, but definitely forgot since to after I relocated them. The layering of the creator is so touchy, so some things were duplicated into other layers in case players want to wear certain things over others. Though, it does make it confusing. I need to make that less confusing for sure.
- You're definitely right that Lamia and Lt. Dan should be happening at the same time, I'll still leave Lt. Dan to be used on it's own in case a player want;s to create a Spirit/Ghost character, however I can make Lamia remove legs for sure. Otherwise it does look a little silly.
- Shoes and socks being used with Lamia does create a strange unpolished look in the creator. I'll set the Lamia option to automatically remove shoes, socks, and bottoms automatically when active.
Inventory (The bain of developers)
- I never noticed the red pixels on selected items. Absolutely fixing that right now.
- As for book inventory slot offset, I'm a little confused on what you mean.
- As for page flipping, I agree and I can do that! If the player selects a tab below the one they're in, then it goes one way and vice versa. IMMERSION!!
- Admittedly, I haven't tested the control settings just yet, so thank you for checking that. I'll update that in the code to rely on those settings rather than hard coded buttons because I'm absolutely sure that's what's causing it.
Gameplay:
- Health for the player is data only right now (you won't die at 0) since combat is still in the works, so I will be working on that, but I'm not sure exactly when I'll be finished with combat since it has 2 systems for it. One is fighting in the open and the other is the turn based combat that happens with certain enemies.
- I ALSO felt the pickup radius was to small, there are magnet rings to increase that, but I still think you're right and pickup radius needs to be expanded.
- I know exactly what you're referring to with area softlock. I need to add a transition back to the previous area. I'll have that in the next update.
- Another good point. I keep meaning to work on the bushes as a means to get sticks as well, but It's been deferred so many times. I'm adding up on the list of items now, though. We definitely need more than just the old man for getting items. Speaking of old man I need to fix his dialogue flag to only ding once when it opens. The constant dinging is less fun over time.
- Tooltips are definitely on the way. I'm not sure when, but soon. I've been fighting the invenotory system in an ongoing war to get it to do what I want. We got to drag and drop and it's just been throwing temper tantrums at me ever since. Though I will win this war. Trust me. I have the ultimate weapon, a keyboard. Jokes aside, I'll put this on the list for fixes. It definitely needs to get done. Plus, it would help me when I'm testing placeholder items that have all the same icon and I have to drop them to find out what they are. Specifically all the fishing equipment :'))
- Character creator in game is a definite on the way mirror that will be added, soon. I wasn't sure if I should link it to house progress, or just let players do that from the beginning. It's heavily RP focused, so customization of one's character is a high priority, so, you're right, it should be in sooner than later and accessable. Added to the list!
Conclusion:
I have quite the list now
- Test the game screen sliver issue on other monitors.
- Look into launching release builds in fullscreen if needed.
- Make settings accessible from the main menu.
- Fix the cutoff menu icons with the new menu art.
- Add an exit button to the character creator.
- Add a table preview to the character creator so players can see sitting poses.
- Fix the creator options that no longer allow color changes.
- Delete the duplicate straw hat.
- Make the character creator layering less confusing. (I'm open for ideas on this)
- Remove cloaks from the unders category.
- Make Lamia automatically remove legs, shoes, socks, and bottoms.
- Fix the red pixels on selected inventory items.
- Make inventory page flipping change direction based on the selected tab.
- Update control settings so they use player settings instead of hard-coded buttons.
- Continue working on proper player health and death behavior. (Finish combat ABS and TBS)
- Expand the pickup radius.
- Add a transition back to the previous area to prevent the area softlock.
- Make bushes provide sticks.
- Fix the old man dialogue flag so it only dings once.
- Add item tooltips that include descriptions.
- Add an in-game mirror for character creator access.
Thank you, once again, for taking the time to give me all of this information. You spent your time to help me, the least I can do is make sure it gets done. So, look forward to the upcoming update!
Edit: one more thing, you can find the dev area in the back of the tent near the fire. Get back to the main world by going into the waterfall cave north of where you spawn in the dev zone. It's a secret :>