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WINDSTONE

Survive in a land ravaged by an invasive species. You and your dragon are Windstone's last hope. 路 By Threshold Seven

General Feedback Sticky

A topic by Threshold Seven created Apr 06, 2018 Views: 3,412 Replies: 112
Viewing posts 21 to 37 of 38Previous pageFirst page
(+2)

Hello 馃憢

Saw your post on reddit today and played for about an hour. I've got some feedbacks for you that I'll try to detail as best as I can since english isn't my main language.


- It is not possible to rebind keys for now, which can be annoying for non QWERTY users. Maybe not a huge priority but could be enough for some people to not bother further. (You can still switch to EN keyboard at least as a workaround)

- There is no feedback when you can loot or gather something from the ground. A simple tooltip displaying the name of the item when you're looking at it from a close distance would help a lot to understand what can be interracted with and what cannot.

- There is no confirmation box when cliking close game, not a big deal, but when you accenditaly click it, it's annoying.

- It seems the resolution parameter isn't saved when exiting and restarting the game.

- I would suggest giving the player an option to disable head bobbling as it can be a source of motion sickness for some people.

- The crouch action could use a toggle setting.

- Your character slides under water even when you do not move which makes the deplacements a bit akward, like walking on ice.

- Combat lacks a lot of feedbacks.  You don't really have a dedicated FX, animation or sound when landing a proper hit on the target which gives the impression you're poking the air. The same goes for yourself when you're hit.

- When you need a specific tool for a craft, have it displayed in the craft menu somehow instead of letting the players try to build it and then tell them it can't be done without the X or Y tool.

- You can sprint and spend stamina in water but it does not increase your speed. Either disable the key or maybe have a rapid swim movement.

- Once you're dead maybe give the option to load a previous save directly instead of going back to the main menu to do it. On this matter I think dying takes way too much time between the moment your HP reaches 0 and the moment you get the option to play again.

- You can save during loadings which can leads to softlock gameplay when abusing this. For instance, if you save when you're dead during the fade to black (At 0 HP) load this save, and save during the loading screen then load this save again, you'll end up stuck in water and you can't do anything.

- It seems you can't load a slot while in game which is not convenient.


Regarding the feel of the game I wouldn't say it's bad, far from it, but I wonder what's your take on the survival genre with Windstone ? I did not notice unique mechanic that could make me play this instead of the dozen other survival games out there. You got decent graphics, it runs fine, you seem to be a competent developer, but I fear all of this will not matter in the long run if you don't find YOUR feature. The kind of feature that will make your game truly yours and unique in the eyes of the players. Minecraft had a fully interactive wolrd, Rust had a brutal pvp and a cool sandbox, Valheim had sweet visuals and deeper RPG elements than other game in the genre, Green Hell had hardcore survival elements, The Forest had an intriguing story etc.. All these games manage to be noticed because they offer something to the players you could not necessarily find anywhere else. 

I hope this doesn't sound too harsh because that is truly not my intention, I just wanted to tell my honest opinion.

Good luck, I wish you all the best 馃憢馃槉

Developer

Thank you, that is all great feedback. You are right that Windstone doesn't have much unique to offer other than familiar mechanics in a new setting. My hopes and plans are that as the story develops around raising the dragon, finding out what happened to the first colonists and eradicating the threat to make Windstone safe to colonize again, along with adding difficulty levels and a permadeth option, Windstone will be more unique and find its niche. 

(20 edits) (+1)

Ok, I've downloaded the game yesterday after I saw your post on reddit.

If you are looking for a brutally honest but constructive feedback, here it comes.

Positive Feedback:

  • Music / Graphics are good
  • Double click crafting / eating is a nice feature
    • would like to see that also added to crafting (to make it more consistent)
  • < placeholder for later - might add some things later once I've playtested some more >

Negative Feedback (and possible solutions):

  • The controls are a nightmare
    • Problem: The controlls are inconsistent. Tab to open inv - Tab to close it - ok easy. J to open the J to close... frik where do i cose that - oh button at the top. ESC to pause the game ESC to ... why?! oh I have to click resume in the middle. E to get fire going - that was intuitive - E to close ... damn you controls... ESC? - oh another button at the bottom right...
    • Improvements:
      • Make "ESC" consistently close any menu (would help against getting stuck in a menu)
      • Make Keybinds configurable (e.g. I want to sprint with Ctrl, sneek with Shift, etc.)
      • Make scrollwheel rotate through tools in your hotbar
  • Picking up items takes some knowledge about what items are
    • Problem: Picking up items takes some knowledge about how close you have to be to them and how small the objects you can pick up can be - not obvious to everyone. It probably didn't help as the bug with the stuck twig in the crosshair made me assume i can forcefield-move objects and confuseed me to the point where I needed a fresh start by just deleting the world - but that's not my point here.
    • Improvements:
      • Add visual feedback to items you can pick up / interact with. Or call it pebble - that would make it more obvious to everyone that you are not talking about those massive and much more visible stones scattered over the beach.
  • The graphics card is at 100% usage at all times
    • Problem: I have a GeForce GTX 980M which acording to benchmarks and your system and RAM requirements should perform between your provided minimum and optimal requirements. Then why is the GPU usage at 100% at all times? Shouldn't it at least go down when I pause the game or I am in a menu? Or when I put all graphics settings to the minimum?
    • Improvements:
      • I don't know enough about 3D games to give meaningfull advice here, but the video settings provided either do nothing at all or are a simple two state switch between beatiful and horribly pixelated. None of which reduce the GPU load of 100%. That tells me that something has to be done here to improve that situation.
      • Once that problem is sored out maybe don't start the game at the highest possible video settings - roasting every pc that does not have the latest, most expencive graphics card.
  • An unskippable boring text cutscene at the start of every world? Really?!
    • Probably just a placeholder but still that thing has either to be more interesting and draw the players attention away from a loading screen or it has to go. There is nothing more annoing than an unscippable cutscene.
  • While shooting a bow your arm blocks the view - that's also why you don't hold a bow like that.
  • Add a map - sometimes a top down view of the terrain would be really useful
    • Just saw that you already included M for Map in your keybinds - just didn't implement it yet I guess
  • < placeholder for later - might add some things later once I've playtested some more >

Some things that just take some getting used to:

  • The hands you can only see if you walk
  • Gravity being low as if you were on a moon
  • An incredibly low walking speed (sprinting is ok though)
  • Maybe make the background of the items transparent, so it looks less like the inventory is bugged, when you try to move them for the first time
  • < placeholder for later - might add some things later once I've playtested some more >

Bugs:

  • The first time - idk how - I got a twig stuck in my crosshair and carried it around with me over the whole map. It fell off eventually
  • If you chop down a tree and during that action open the menu, you will chop forever - eventually by pressing enough buttons it will go away, but still.
  • Viewing two armor pieces in a row can result to a graphical 'overlay bug' (see pic 1)
  • Video settings reset every time you start the game
  • Re-entering a saved game spawns you way under the save position, meaning also under the surface - you have to phase up to the surface by jumping a lot (see pic 2)
  • Somehow items in a chest didn't load propperly - after making them all switch place with a new item they came back (see pic 3 and 4)
  • You cant drink the water high up in the mautain lakes - neither can you drown in them

pic 1:

pic 2:

pic 3:

pic 4:


Developer(+1)

Thank you! These are exactly the kind of bugs I'm looking for. 

added even more...

Developer

You're doing God's work

Developer

That inventory bug though... that's definitely game breaking and will be my first priority. Can you reproduce it consistently?

(3 edits)

idk if I can, i just put some items in the cubbord at the place with the two bridges, went a little bit venturing along the hill side in the direction of the starter base, looted the chest behind the waterfall (not 100% sure if that was before or after), came back and all the items were blank with the line at the bottom.


Then I just put a mushroom in the cubbord and started swapping positions with each and every one of the item, thinking they just needed an update and they all came back one by one.


Here are some more pictures before and after i fixed everything if it helps:

after the first swap (mushroom uncovers stone):

after the last swap:

the place the cubbord was at:


Developer(+1)

Thanks, I'll see if I can reproduce it. 

(1 edit)

just added the cubbord location last second

and maybe there was also a save and load event somewhere in this...

That's all I wish for you and your game, keep us posted on future updates 馃

(4 edits) (+1)

Hi, it's me again

Good news first:

Positive Feedback:

  • Good work on the bow. It's way more fun now that you can see where you aim. You can even use the knuckles as an indicator where you are shooting
  • Help text interaction indicators are nice
    • maybe you could add one for cooking as well? (It's broken btw - more about that later)
    • also show what you need to repair an item?

Bugs:

  • open basket with E and close with ESC to get a walk-around inventory - you can even open and access it where ever you go with tab
    (simmilar wierd stuff with m > tab > m)
  • Why do you need a firestarter to add wood to an already burning fire? (ok this might be a tiny thing that's just not implemented, yet)
  • somehow I got locked in the Drag menu without a cursor (could have been the Alt + Tab-ing out that many games don't like)
  • Cooking broke for some reason. Meat does neither snap into place nor show any coocking progress.

Comments:

  • I really want to sit in this chair...

Developer(+2)

Thanks again for playtesting and feedback.  I uploaded a quick hotfix without any patch notes a few days ago that I thought addressed some of what you listed, but perhaps not. The tool you need to create other tools and weapons should be in the crafting description now. (Still have to add it to the other 3 crafting tabs)

I probably broke the inventory menus by trying to make esc close multiple different windows. I may have to revert things back to simply closing with a button or the same key that the menu was opened with temporarily. 

The fire shouldn't need any tools or Firestarter to craft any more, just light. I'll look into why it still needs Firestarter to stoke if it's already lit and fix that. 

No idea why cooking broke. I'll look into that too. I'm guessing it has something to do with saving and loading its state. Can you confirm if it only breaks after saving and loading? 

There is a short description of how to cook in the survival menu when crafting a campfire. I'll add more instructive indicators to the actual cooking menu in the future. 

I also removed the ability to craft baskets for storage for now. That is part of the most recent update. This is until I can figure out why storage items disappear from crafted baskets. Am I correct that only happened to you with crafted baskets and not baskets that are already in the world?

I'm glad you like the new positioning of the arms when aiming the bow. 

Sitting in the chair is in the works.

I might be updating very soon (which will include the notes from the stealth hotfix also) because I think I fixed the video settings not persisting after restarting the game along with a handful of other changes. The engine is packaging the export right now. 

I'll work on everything you mentioned for the update after that. 

Thanks again!

(1 edit)

> No idea why cooking broke. Can you confirm if it only breaks after saving and loading?

After saving and loading the fire and doors reset (as before the update). I just simply can't cook at all now... or did you change the mechanic? Is it still "droping on ground and moving with right-click", isn't it?

> I also removed the ability to craft baskets for storage for now. That is part of the most recent update. This is until I can figure out why storage items disappear from crafted baskets. Am I correct that only happened to you with crafted baskets and not baskets that are already in the world?

Oh, we might have talk past each other here: I never crafted any storage containers! Not even baskets! I only ever used containers already present in houses or caves. The only furniture I crafted so far is a bedroll and a few campfires.

> Sitting in the chair is in the works.

yay :)

Also: thx for adding a skip button to the intro.

Developer (1 edit) (+1)

I was able to experience the bug with the crafted storage, but I haven't been able to reproduce or fix it yet so I'll leave those out of the game for now. I will focus on fixing the in-game storage, but I can't reproduce that bug either. Any info on how to reproduce that bug would be greatly helpful. I suspect it only happens after loading a save. 

When it happened to you at the cabin by the waterfall, you said that you left and then when you came back the storage items were missing. Do you remember if you saved and loaded within the time you were away from the cabin, or was it a continuous play through? 

For the fire, does it only break after loading a save? After it breaks, does a new crafted or different in-game fire still work? I'm having trouble reproducing this bug too.

Thanks again.

Good news is that I figured out how to get the video settings to persist after restarting. New update is up now and I'm currently writing the patch notes that include other fixes.

(2 edits)

the one with the fire is simply that it goes out when you load the game - same with the doors. Nothing really breaks here, it's just that the lit (for doors the open) state isn't saved and therefore doesn't get loaded once you load a saved state. That's all.

The thing that does break (again in the sence of resetting a variable) is the timeoput for a dragon egg in front of that fire.

The bug with the default textured slots felt like a loading bug as well. As if the items weren't in the cache anymore and had to be loaded in from the save file once more. Replacing the bugged / unloaded slots with a not bugged item apparently did the trick by triggering that loading mechanic.

Developer(+1)

Thank you. I'm looking into it now. 

(+1)

About update 4 and 5:

> Fixed an issue that may cause the player to become stuck inside a Tardigrade corpse.

I got stuck under a Werewolf corpse when I killed it exactly in the moment it was above me and I was in crouch position.
Do you think that got fixed with it? When I look at the install date and the last played date... I don't know if I experienced it before or after the last update...

>Wildlife should no longer pursue you if you are inside a cabin. Instead of clipping halfway through the wall while trying to get to you, they should run away.

Nice one. I completly forgot to tell you that one - it was really wierd the first time I played. Good to hear that this is fixed now.

Developer (2 edits) (+2)

I'll have to take a look at the Wolf. The chance to get stuck in the Tardigrade could still happen, it should be much less of a chance. If you do get stuck, harvesting the corpse will get you unstuck, but I'm trying to find a way to keep getting stuck from ever happening. I have a few different ideas in going to test. 

The way wildlife acts around a cabin is a work in progress too. I plan to have the Formican eventually be able to break in through the door or window unless they are barricaded, as well as add a bear-type creature that can do the same, but that's a ways away. 

I spent a few hours last night just playing and trying to recreate the inventory bug.  I cannot replicate it.  Either I inadvertently fixed it without knowing, or it's very rare or circumstantial. If it happens again to you, knowing when and where your character saved and loaded, where you slept (as that causes an auto save), and which items were in the storage may help to find the bug. The are basically 4 categories of items: items that spawn in storage at the beginning of the game, items that you pick up in the world, items that you harvest and items that you craft. 

Thanks again

(1 edit) (+1)

I just came to the point where I saw the waypoint thingy for the first time... I really like your effords, but I think it's irretating :/ Maybe a simple marker on the map or a small waypoint when you look at the location on the screen - in form of a beacon if you want - would be better



r/HypixelSkyblock - Can Imove this? This is crazy. It's like a Ferris wheel going.

Good work on the cooking though - it works again.

As a sidenote: Sleeping is kinda different now - it just freezes the screen for a while and the cursor can be moved... could also just be different grafics settings though...

Developer(+2)

You can remove the compass by simply clicking on a different quest to make that one active. If the dragon quest is the only one you have, you can hide quests in the journal. Not sure if that removes the compass. I'll look into it. Perhaps can just toggle the compass by clicking on the circle next to the dragon quest. It's been a while since I made the quest system so I don't remember, but I'll add it if it doesn't do that currently. 

That's weird about the sleeping glitch. 

Window and door position should now save and the fire state and dragon egg timer should also now work with saving and loading in the current live version. 

I've added sitting in the chair which also increases health and stamina passive regen. This will be in the next update along with a couple dozen other changes including salvaging a crafted fire.

(1 edit) (+1)

> You can remove the compass by simply clicking on a different quest to make that one active. If the dragon quest is the only one you have, you can hide quests in the journal


Thx for the tip. The first one with the switching takes a while to figure out, but works. The second one with the hiding sadly doesn't include the compass, but it's good enough for now.

Congrats on the fire - just saw that it loads now. Gotta try it with a drag egg some time...

Developer (1 edit) (+1)

When sleeping, does the screen still fade to black for you if you set all the video settings to max? I think the issue is with the camera fade and it may be linked to a certain combination of video settings, possibly just post processing. I may have to make a UI blackscreen overlay fade instead of using the camera fade. That may be better anyway because it would also fade the UI elements instead of having the vitals and quests pop in and show up before the camera fade in like at the start of a new game or load. 

(1 edit) (+1)

You're right. Put all my video settings (except for the frame rate - kept that on 30 Hz) from minimum back up two steps and the fading is back - and quickly put them back down after, because I don't want my laptop to turn into a barbecue grill...

Developer (1 edit) (+2)

Thanks, I've confirmed the missing fade to black when sleeping only happens when post processing is set to the lowest setting. I've fixed it so that won't happen in the next update. 

Also, much of the overall performance issues is that I still need to add LOD to the trees and consolidate mountain meshes, which should greatly help your laptop to not be a BBQ grill. 

I've found that the view distance has the greatest affect on performance for me because it greatly reduces the amount of trees and mountains that render.

Developer

Have you came across the inventory bug since last time you posted screen shots of it? I still cannot reproduce it and no one else has mentioned it, but from your last post about it, it seems that it may still be possible.

I'm thinking it must rely on a specific combination of items taken out and put in and save loads that is rare.

(2 edits)

No, i haven't. It must be exceedingly rare. (And yes I've been up there and tried getting out of the loaded chunk and quickly back in - if something like chunks exists in this game - saving and loading the game, opening the near chest under the waterfall. But it didn't happen again)

If I were you, I'd just put that bug in a box with all the screenshots provided and stop looking at it until someone else stubles apon it again and provides more information. (In a github project I'd create an 'issue', but something like that doesn't exist here, does it?)

Right now performance (with saving video settings) and controls (with adjustable keybinds) should be priority.

Once you have those two you might be able to get more players and therefore more testers that don't give up on it after the first few seconds because of those two and maybe then someone else stubles apon more info about that tiny, item texture, loading issue.

But as I don't know much about unreal engine or the current state of your codebase, that is just my opinion.

Developer (2 edits) (+2)

I just uploaded a major patch with about 30 changes. You can sit in the chair now! :)

I haven't spent an excessive time looking for the inventory bug. I just keep an eye out for it when I play test other things and I naturally use the inventory while playing, so I'm hoping to run into it and notice a reason for why it may be happening. Nevertheless, it's a pretty major bug that needs fixing, but I get your point. 

There are 4 chunks in the playable area, called streaming levels in UE4.  I thought that might have something to do with it, but I don't think so as I've tested saving and loading in all of them. 

Concerning your mention of the video settings; They should save and load properly now. Are you referring to the overall performance and that the game needs overall optimization of the highest video settings?

As for the key binds, I plan to add customizable key binds soon, but I thought it was a low priority at this stage. You have me second guessing my assumption that there wouldn't be many players that wouldn't play just because of that. I just didn't think it was really an issue but you may be right. I should prioritize that as it's an expected feature. 

Other than optimization and key binds (and the dreaded inventory bug of doom) what else would you consider a high priority? I don't expect a super detailed response or any response at all, but since you seem genuinely interested in playing and helping to improve the game, I have no other person to ask other than myself and the dark void of the internet that rarely responds. 

Edit: Also I don't use anything else like github for feedback. There is a "known issues" thread, but I haven't added anything to it for quite a while and most stuff on there is fixed or outdated. Following replies and keeping my own list works for now but I will update and add the inventory bug to the issues thread if it persists.

You have been a great help and I appreciate your play testing and feedback very much. Can't really say that enough. Thank you. 

(9 edits) (+1)

> You can sit in the chair now!

YES! - I get sea sick from the slow animation while at 30 fps, but - WOHOOO! :)

> video settings should save and load properly now

Oh, they are in the save file of a game state... I always adjust them in the main menu and wondered why they are always at max...

The main menu needs to remember the graphics settings as well as it is quite demanding...



On the priorities part I think I need to clarify some things as they didn't come across the way I wanted to...

1) lower default graphics settings at first startup and main screen performance

  • If someone wants to roast their pc they can crank up the settings later, but someone on a low end pc can also play it without crashing right the moment they start the game
  • also comes together with what i mentioned above with the demanding main screen - idk, maybe replace it by a pre-rendered video? Would that decrease the demand of recources while maintaining quality?

2) gameplay performance (already discussed)

  • (add LOD to the trees and consolidate mountain meshes, etc.)

3) controls

  • I differentiate between controlls and keybinds. Controls is how you control the game using the preset keybinds. Things like closing any menu, getting into the pause screen and back using one key -> ESC. If controls don't work properly, players get stuck in menus and get frustrated. To prevent that, make sure that every element type has it's propper logic, you'd expect from a first person parspective game:
    • Menu - Enter by <KEY>, exit by <KEY> or ESC
      • E for opening a chest inventory, but only half way closing it with the same key is an inconsistency for example
      • "This is an ongoing process as making the ESC key close all menus as well as using the same button used to open menus is complex but a priority for user friendliness." - This basically.
    • Hud - Enable by <KEY>, Disable by <KEY>
    • Movement - Start by pressing <KEY>, stop by releasing <KEY>
    • ...
    • Add map movement using mouse? zoom? etc.
    • ...

Keybinds are - as you mentioned - a lower priority. I just thought you might want to add them to the settings file while you are at it. That's why i put them in brackets. Same with saving video settings.


Once performance and controls are solid, you can start expanding the content. Here are some ideas:

  • add more details to the item description once an item has been fully explored aka eaten or used. How much hunger it restores takes, how much base damage it deals, etc.
  • improve map by adding waypoints (and remove spinny compass thing) / fast-tavel
  • split the regions into animal spawn zones
    • increasing difficulty away from spawn
    • themes: beach = shrimp, forest = wolf & antilope & peacock, hills = tardigrades (and add them to the map on discovery)
  • add more items, mobs, locations, story, etc. - but i can see from the game files you are on that already...
Developer(+2)

Thank you.   VIdeo for the main screen is a great idea as are the others. I'll look into them all. 

(+1)

Me reading the title page of this game after playtesting for weeks and collecting over 18 ingame hours of play testing:

"The insect-like Formicans are your primary enemy.  Your main mission is to exterminate them and their queen."

Oh, so that's what this is all about!

The main reason I started play testing this game were the beautiful screenshots on your main page and that I just wanted to explore this beautiful landscape you created with a baby dragon on my side - and so far I gotta say it did not disappoint :) . Going forward I wanted to share my personal opinion on the future of this game: A main enemy might give direction, but don't let it dominate the game to the point where you are just stabbing Formicans for hours straight. Discovering new items, mobs and areas is way more fun. And maybe even implement a peaceful solution to whatever made Formicans your primary enemy in the first place.

Developer (1 edit) (+2)

Thanks for your thoughts. Yes, the Formican invasion of the colony planet is the main theme driving the story, but that's basically all in my head right now. There will be various Formican bosses to defeat until you finally find the Formican Queen, but the main focus will always be on exploration and survival.   It will be open ended with major enemies that you can defeat whenever you feel like you are ready, but with focus on exploration and survival. Combining the feel of the games the Long Dark and Ark is my vision.  I never considered a peaceful alternative ending, but I will now. Maybe the player could drive the Formicans off the planet instead of eradicate them. 

On a side note, I finally figured out how to make all menus toggle with the hotkey to open them, except storage which opens with E and closes with Tab, i or Esc and fires and beds, which open with E, but close with ESC. Closing them with E doesn't feel right because it is the main interact/open button, but I could try it out. The main thing is that every menu now closes with ESC, even the pause menu. 

The overhead map can also be moved now. With WSAD. These changes will be in the next update. 

Customizable hotkeys assignment is a whole different thing and I discovered that I need to upgrade to a more recent version of UE4 to implement them properly, so that may be delayed quite a while. 

My next focus is on optimization of trees and mountain meshes.

Also considering implementing a permadeth option and increasing difficulty all around (less pre crafted supplies laid out and higher damage from enemies). 

Thanks again for all your feedback and I'm really glad you have enjoyed playing. 

(2 edits) (+1)

Comments on version 8:

  • Graphics on minimum (except for 30FPS and 1920x1080) now again are at 100% GPU usage - I think that was down to 50% before the update (Gotten worse now?). My guess would be, that the fps cap got destroyed in the process.
  • Pressing E on a campfire multiple times, now opens multiple menus that are hard to close once you closed the fron one using the button. Only opening and closing the inventory using tab, gets rid of the floating-stuck menu.
  • E opens the basket, but does not close it, because the opened basket then becomes the inventory (it just resets the pointer, when it should also close the inventory)
  • Is it just me, or does the rain sound like water falling on a sheet metal plate or "Plexiglass" (the sound in the back not the 'splishing' in the front) [low priority]
  • Sometimes there are still scenes where I don't see a damn thing... (well I do see something if I crank my backlight up all the way, but then the rest is so bright I can't to look at it anymore)
  • Can I have doubleclick crafting from the crafting menu? I really like the quick-action doubleclick mechanic.
    Maybe even add it to the nutrish of the baby-drag on raw meat doubleclick. [low priority]
  • Sitting in the chair a little bit of looking around would be nice... [low priority]
  • Oh, I almost hard-locked my carried pet on save and load (because it drops on load)...

Positive Feedback:

  • Wave noise is really nice. (Either I did not notice it before or it's new - either way its great)
  • Speed increment on the sitting nausea problem worked!
  • Changing the peakock ai to being less agressive is nice!
  • Bigger stones look good.
  • Nice fix on the "Stuck in ground on load" issue

EDIT: and just when I was done with this post, version #9 dropped ...

Developer(+1)

You'll have to load a new game to fix the video settings and fps cap. 

Your gpu usage will drastically change in real time depending on where you are looking; at a clear sea or into a dense forest. 

E isn't currently used to close menus as it's the main interact button. Only the other hotkeys that open menus can be used to close them respectively. ESC and TAB  close everything though. I'll look into making E close menus that it opens also. 

The stuck-in-ground issue was fixed 4 or 5 updates ago as was the raptor/peacock ai. I suspect that you still experienced it because you were using an old save. 

It should get very dark at dusk and dawn, right before the moon and sun rise respectively. If that happens at other times, something is wrong. 

I've heard that "rain on a tin roof" sound also. I plan to fix it and will soon. Thanks again for the feedback. 

(2 edits)

> The stuck-in-ground issue was fixed 4 or 5 updates ago as was the raptor/peacock ai. I suspect that you still experienced it because you were using an old save.

You missunderstood: It is under the Positive feedback category. I noticed the change and wanted to say good job - furthermore it is an old save and it works there as well.

Developer(+1)

I misunderstood,  but I see now. I'm glad that bug is fixed. Thanks.

(1 edit)

I just had an idea about the inventory bug from a while ago, when I looked at these bugged graphics settings:

As it is obviously stored outdated data from an earlier version that causes it, it might have been the same problem back then. Did you change the item storing system or maybe add / remove / rename item attributes around the time it occured?

Maybe I've played, stored items, saved, exited, updated and stared again? Outdated data is the exact cinda thing that causes such loading issues. And updating the slots by swapping new and old items around could have been the trigger to update those old ones to a new standard...

Developer(+2)

Make sure to start a new game any time a new version is updated. You can sometimes continue from an old save with no issue, but starting a new game will rule out any issues, which I think may be the the cause of some of the issues from your previous post. 

The last update 9 was just a quick fix for the camp fire and some other small issues. The fire was not casting light.

Addressing your performance issues.  FPS is of most concern. You should be getting higher fps with the optimization update. Real-time sun lighting and shadows for the day night cycle, and a relatively high polycount and model count in a large seamless world are going to be rough on an older laptop. 

What fps are you getting on average in different situations? It should be highest standing at the shore looking out to sea or the sky and lowest looking towards the forest, especially with a lit campfire. 

I will look into the other issues. 

Thanks again for your feedback. 

(5 edits)

> Addressing your performance issues.  FPS is of most concern. You should be getting higher fps with the optimization update. Real-time sun lighting and shadows for the day night cycle, and a relatively high polycount and model count in a large seamless world are going to be rough on an older laptop.  What fps are you getting on average in different situations? It should be highest standing at the shore looking out to sea or the sky and lowest looking towards the forest, especially with a lit campfire.

Here is more data on it (notice the NVIDIA Performance overlay in the top right corner):

You were right. Looking at the ocean did reduce the load on the GPU. Looks like the main factor for the high GPU usage is all that foliage (leaves and grass).

Toying around with the graphics settings and looking at the performance, the only option that changed a lot seems to be the FPS setting (logically). The others don't seem to do much (they are something, so keep them in, but the effect is small performance wise).

Maybe a setting for the foliage would be the key to make this game available to more players. One for the amount of leaves / grass, one for the texture detail of them and the third one for disabling the wind animation, might do the trick. A setting to disable the wind animation might also solve another problem I had when the shadows got to twitchy or for people who might experience some sort of nausea because of all the movement.

Also, about the "GTX 550" in the minimum requirements on the title page. Did you mean the "GTX 550-Ti?" If you did, my GPU should well exceed that minimum you set there https://gpu.userbenchmark.com/Compare/Nvidia-GTX-980M-vs-Nvidia-GTX-550-Ti/m1559...
and almost meet the highest requirements with the GTX 1060 https://gpu.userbenchmark.com/Compare/Nvidia-GTX-980M-vs-Nvidia-GTX-1060-3GB/m15.... As the GPU is at 100% when I set the game to Lowest Settings and 60 FPS (1080p), I ask myself: Are those requirements still up to date, is this the goal for the final version, or is the plan to push the requirements even further?

You also might wanna define "lower end" in that "Video Settings within the game will allow Windstone to run on computers with lower end processors and graphics cards" statement.

Developer (2 edits)

It's tricky make a recommended Minimum and maximum requirement as it is a  subjective and the game changes with updates. The current requirements are an estimate based on my old and computers and an old version of the game and play testers systems from about 3 years ago. The low is around where the game should at least load and run but still have lowish fps even on low settings. It's the minimum to at least be able to play at an acceptable, albeit low fps, and that's where it becomes subjective. The high is recommended for the game to run at least 60 fps average on high settings, but that became even more unclear with the big overhaul update a month ago. Anything under the highest recommended specs shouldn't be expected to run 60 fps at maximum settings. I'll look into a more relevant min max requirement.

How does Windstone run for you compared to other games such as Ark or any other game that is large and a seamless open world? Ark is a good comparison because it is built similarly and on the same engine. 

Thank you for testing the performance with overlays and the screen shots.

You may have noticed that I removed the 4 variations of settings for most settings and not there is just low and maximum. The maximum is the original maximum and the low is a modified medium/high. I did this because there was not much of a difference between medium and high and low looked absolutely horrendous. 

I don't see much difference in performance between low and maximum either but there is some. The main reason was to preserve visual quality and to adhere to a certain visual standard. 

View Distance setting was left untouched and has the biggest affect on fps for me and may for other users. Could you try running the performance overlay test again and record the difference between view distance settings when looking into the trees? If you do this, make sure it is at an angle where there are many trees far in the background also. 

I also changed the way that the view distance settings are changed in the engine and I need to confirm that it is actuality culling all objects like trees, rocks and mountains in the distance and not just grass. I can do this myself, but it just occurred to me that it might not be working properly after the change. 

The trees definitely have a big impact on performance and I'll continue to optimize in the future. There is also a significant performance connection with certain scripts that run constantly to check various variables that I can make run more efficiently as well as AI and the dynamic day night cycle which both also affect fps. I'll be working on those also.

Thanks again for the feedback. 

EDIT: I confirmed that the view distance setting is working as intended. Setting this lower should significantly affect your fps if it is struggling at max settings

(1 edit)

> How does Windstone run for you compared to other games such as Ark or any other game that is large and a seamless open world? Ark is a good comparison because it is built similarly and on the same engine.

I don't have Ark. All I got is

  • "Minecraft" Forge with OptiFine, 57 fps, 1920x1017 (windowed mode) => around 30 % GPU usage
  • "Rising Worlds" 80 fps, 1920x1080 => around 80 % GPU usage
  • "Assassin's Creed Origins" 56 fps, 1920x1080 => around 80 % GPU usage
    • I had this one on 1600x900, which lowered the GPU usage to 40%. Maybe I should try that with your game as well... EDIT: That res seems to be non-existent in your game as well as lowering it to the lowest 16:9 res still doesn't allow for a below 99% GPU usage 60 fps...
  • "Just Cause 3" (deleted for disc space reasons, but it ran smoothly)
  • "Shadow of the Tomb Raider" 59 fps, 1920x1080 => around 90 % GPU usage

that have a comparable large open world.

Rising Worlds is quite simmilar to your game - not from an lore standpoint, but viewing it from a graphics and gameplay perspective. Harvestable recources (trees even fall when choped down), foliage moving in the wind, etc. Here is a screenshot with performance overlay:


> Could you try running the performance overlay test again and record the difference between view distance settings when looking into the trees? If you do this, make sure it is at an angle where there are many trees far in the background also.

I tried, but there is not much to see, because 1) OBS doesn't like fullscreen apps and I don't know how to record that overlay and 2) the usage at 15 FPS just jumps around the 60% a bit and what you see is more the base randomness of the performance than actual results and at 30 or 60 fps it always stays at 99% and you cant see the usage rising from there...

Developer(+1)

Sorry, I didn't mean record a video. I just meant record the data; take a screen shot as a record. Leave the fps setting at 60 and only change the view distance setting. View Distance has 4 stages which greatly reduces the number of mountain rocks, trees, boulders and foliage in the distance, which should increase your fps. 

(2 edits)

... and I ment it doesn't make much of a difference:

Direction I look:


Nearest:


Near:


Far:


Maximum:

Other Settings:


Interesting. So the map is lightweight - nicely done :)  [only 55% GPU usage]

On another note a "do you want to save" menu would be nice before closing or switching to the main menu. Because if you accedently forget about saving (or don't know yet, that it is a thing), you loose all your progress on close. I expected autosave like any other game like this has and was annoyed when I had to start all over the first few times. And when you die you think it is hardcore all the way the first few times untill you figure out that you can save manually. A "do you want to save" screen would probably guide you towards the idea that you can save manually from the pause menu.

Developer (6 edits) (+1)

Thank you

Something is up if it's set to 60 fps but only getting 30, especially on the map screen. 

The gpu usage and overall performance is lower on the map screen because most objects are beyond the view distance at that height, which is why the view distance setting has such a large effect on fps when the map is closed. 

Is your gpu software capping your global framerate at 30?  

I must also reiterate that if you are holding a relatively steady fps while gpu usage fluctuates, that's great. High gpu usage isn't necessarily a bad thing if the framerate stays steady. It just means there's a lot of things to draw on the screen. Fps is the primary concern.

It would also be good to set everything to maximum and then check how view distance effects fps.

You should get better fps with everything set to maximum with the lowest view distance than everything set to low with the highest view distance. Although something else is capping your fps at 30 and the lowest it dropped is 29 so not much can be gleaned unless we figure out why your fps is capped.

(1 edit)

> Is your gpu software capping your global framerate at 30?

Im getting up to 85 fps on "Rising Worlds" so defnitly not.

> High gpu usage isn't necessarily a bad thing if the framerate stays steady. It just means there's a lot of things to draw on the screen. Fps is the primary concern.

Well it concerns me. I want to be able to touch my laptop without burning my fingers off, even though I dont have to as I use external input devices and a laptop cooler below it so neither i nor the table need to touch it most of the time. The next point would be the long term health of my laptop. The cooler it is the longer all the components stay in good condition.

> not much can be gleaned unless we figure out why your fps is capped

Maybe another bottleneck? hdd, memory, cpu? I'll look into it later.

(5 edits) (+1)

So... Update 11.

First of all, nice job on the 'E' closes all feature. I really appreciate that.

Now what else....

  • [3D Models / Textures] Something is wrong with the characters face. I think it's things like the right eye (her left one) looking in the wrong direction and the spotlight glare making her skin, hair and eye color look a little wierd or something like that - the later could be on purpose or just the color representation of my monitor or graphic settings though, because it looks a little bit better when on maximum graphic settings - the glare still seems to much though aka the lighting to bright.
  • [3D Models / Textures] I liked the shrimp formician better than the ant one. Especially for this early game area. The ant one could be a good fit for the higer level ones though. Compared to the ant one the shrimp one also looks cuter and facing it you feel more like hunting for sea food rather than attacking an intelligent otherworldly enemy - if that makes sence.
  • [Video Settings] A 1600x900 option would be nice as it might strike the right balance between performance and video quality (as it did for me on 'AC Origins')
  • [Controls] 'Esc' should also close the pause menu again
  • [QOL] Maybe increace the arrow's 'click box' size a tiny bit. They are quite hard to pick up sometimes
  • [Acheivements] Why does a crafting task still show up and tell me to craft something I just picked up and now need create a duplicate to finish that task. Maybe chage it to 'craft or find' or 'craft or collect.'
  • [QOL] Add small indecators on some bars. E.g. the 'sleep' bar could do with small seperators each hour so you can easily see how much you have to sleep to fully fill it. Same with the fireplace. There a transparent overlay on how much the number of fuel souces you are about to add, adds to the fires duration.
  • [Bug] Quickly switching between the activation of two tasks that still need time to finish, overlaps the 'days remaining' texts and makes them hard to read:
Developer(+2)

Thanks doej.  Did you ever figure out why you're capped at 30fps? There's a possibility that your laptop just can't pull a higher frame rate, but if you can on other games as you stated, you definitely should be able to at least on the main title screen and in map view. 

Possibly you inadvertently set an fps cap in the nvidia settings for Windstone?

Developer(+2)

Also confirm that Esc closes the pause menu, as it works for me.  You may need to start a new save.

(2 edits) (+1)

> confirm that Esc closes the pause menu

New save, new game. Still doesn't work (maybe I need to delete all save files manually... Nope, still not working)

> Did you ever figure out why you're capped at 30fps? There's a possibility that your laptop just can't pull a higher frame rate, but if you can on other games as you stated, you definitely should be able to at least on the main title screen and in map view.

I get 60 fps if I look at the sky..



Developer(+2)

Thanks, I should have another update coming this week and have addressed some things from your latest feedback, as well as some major additions

(+1)

Some feedback, I've played two versions ago.

-The repair info is behind the item image, I can't see it unless I go to inventory and get out quickly

-I took some time to realize what's the intersection button

-Sometimes I have to use two clicks to open Journal

-Sometimes item description blocks item options

-It doesn't tell what I can use as feedback for the campfire

-The door hutbox for clicking stay in the same position even if the door is open.

-Doesn't the first house make it too easy to get the initial itens, since it gives you almost all of then?

-I the Esc menu, Esc doesn't make me back to the game

-Woukd go like stealth to hunt be a thing in the future? Like crunch and go behind?

-Icons in HUD are pixelated

-The sound for stairs are strange

-Inventory space was almost never a problem

-The campfire is displayed instantly, but the world skin gives the option to choose where to drop. Also, didn't know this is necessary to make it become wolf leather

- Bug: The bridge in the first waterfall doesn't show in the map

-It doesn't says that you have to rest to save the game passively

-What does EXP do?

-Bug: I runners out of the brain stat, I sleep than it was full, but it was still treating like it was zero. I couldn't start a fire even with everything full

-It it's only dark in sunsets and sunrises cause moon lights everything, is light a problem for the player?

------------------------------------------------------

I liked the game, it's astonishing you did all of this by yourself. You have a great map but because of the first house, I already had almost all content in the delta. Couldn't test the dragon because of the bug up here. I had fun playing, was very confused in the beginning cause of the controls and the names for plants and things were new to me. I hope you have success with the game.

Developer(+1)

Thanks for the feedback. I'll check out all the things you listed. The items in the first cabin are there for play testing so you can discover bugs more quickly.  Difficulty levels are going to be added soon. 

(+1)

Hallo, just found out your game and i played for a couple of hourse.

It was difficoult to found the dragon egg but in the end i made it.

Unfortunately there are no more quest after u unlock the dragon, and btw is vere OP, it oneshot every enemis.. and i like :D

Now i saw a recent update, and i decided to take a look, i saw the improvement with bow, and i found out the 2 "spaceship" i guess, but i cannot enter or interact with them,

What i have shoul do? 

Do you think you will work on this project?

Have a nice day..

bye bye

Developer(+2)

Thanks for your feedback. You cannot enter the mother ship yet, but I'm currently modeling the interior of sections that will be accessible. 

I'll fix the quest soon also. 

I am working on Windstone everyday and have much more planned.

Thank you.

(3 edits) (+1)

About Update 13:

  • The First Drag-Click / Scroll Action directly after a storage is openened does not work
  • Raindrops are visible under water
  • Raindrops tripple up on the border of the screen (left side in this pic) when moving the camera using the mouse
  • Waypointer is shown on top of the craft button in the inventory menu
  • I can't tell what it is, but something doesn't look right about the spaceship... Too clean? Too less detail? Stayed too much in one piece and still broke? I can't really tell what it is, but something is wrong...
  • Wanting to drop multiple items while having the crafting menu open results in the following
  • Killing the Broodmother you get stuck beneath her (until you mine it all)
  • Killing the Broodmother is kinda disapointing right now as there are no acheivements or special drops (those are probably planned already, aren't they?)

Those were the bugs I found so far.

All in all a great update!

Developer(+3)

I'll fix the layer order of the drop menu next update so it shows on top of the craft menu as well as the compass position as priorities.

The ring of the space ship is a work in progress as well as the main central cylindrical fuselage. I'm in the process of modeling a part of the interior of a ring section that will be explorable and the placement and size of all sections around the map will most likely change. 

The Broodmother battle will have a better reward. Currently it's a bunch of meat, carapace and XP.  

The rain is a tricky thing and not really a priority right now, but I'll spend time tweaking it in the future. 

Finding and fixing bugs is the biggest concern right now like what is listed in the latest Update 14 patch notes. Thanks again for the feedback.

(+1)

Update Patch 15: wow ... MANY changes - GREAT!!

Especially marking the Cabins and Caves was really missing - but before finding them they should not be on the map (exploring is fun)

Max carry weight limit: this is maybe a little too much, fully equipped you can carry nearly nothing AND you always need to collect wood and more. AND: why carry weight limit can not raise with level - you get also stronger in combat

Water container & arrow stashing:  stashed items from v14 disappeared ... that's not nice

Developer(+1)

Carry weight limit increase will come soon with an ability/skill tree and point system with leveling planned for the next update.  I'm trying to keep a balance also so you have to decide whether to wear everything and have less carry weight  or dress lighter and have more carry weight.

Sorry about the water containers and arrows disappearing. It was a result of making them non stackable. Good news is that the new canteens are better than the water gourds. Also added some extra arrows to the map, but I don't want to spoil where to find them. 

I'm deciding whether or not to have the cabins and caves marked instantly. I decided to mark them because it makes sense that the surveillance drone would see them and I noticed people streaming the game having no idea what they were walking right past, but I also understand your point of the joy of exploring. 

Maybe I'll make POI surveillance drone location a part of the level point system so you can spend a point to reveal POIs on the map. 

Thanks for your feedback. 

(5 edits) (+1)

UPDATE 15:

Positive Feedback (Those changes I like a lot):
+ Cabins and Caves are now indicated on the map drone screen.
+ Cabin and Cave indicators change color when discovered.

Negative Feedback (Those changes I did not like):
- Max carry weight and inventory space has been reduced.
- The toolbelt UI has been reverted to only show when the inventory is open (I want that back, please)

Suggestions:
= Blue eye icon after eating a blue cap mushroom should show correctly
    +maybe add a blink animation once only 5 seconds are left?
+ broken ecsape pod sfx sounds horibble
    - it's more like a spider attack from minecraft than an electrical malfunction...
+ "close journal" and "guide / task toggle" should swap positions
+ custom map marker (add a custom marker using the cursor)
+ where is the suspension bridge? (I kinda liked it and it would still fit even with the new cave)

Bug Reports:
+ overfed display randomly shows for no reason
+ when crafting an item the slots where the consumed materials were are not used (they should be)
+ finding tools should count as crafting them for the journal quests (it is pain to do that every time)
+ menu controls got better but they are still a mess: e.g.

+ what happened here? (terrain is messed up?)
+ It rains inside of caves
+ The quest compass should no longer overlap other UI elements. Um... yea about that... it still does:

Developer (1 edit) (+2)

Hotfix is coming soon to fix a few of those issues. Some other things like carry weight are in preparation for a skill tree, which will grant abilities including carry weight increase. 

Developer(+2)

I just uploaded a hotfix to address the rain, quest compass and landscape error.

Developer(+2)

To address some of your other feedback, I'm glad you like the cabin and cave indicators, although some have already stated that they don't because it takes an aspect of exploration and discovery away. It's impossible to please everyone because some people like some things that other's do not and also, many things are still evolving and half-implemented.  The cabin and cave indicators may not always be shown from the start and could require a point in a skill tree to activate for instance.

Similarly, the carry weight will be able to be increased with a skill point, and/or passively gaining strength over time and also with an upgraded backpack that the player can find or craft. The main reason I lowered carry weight in advance is because the only feedback I received about carry weight and inventory space is that it was too high/too big to even make a real difference anyway, which I agree with, but most things were intentionally made to make the game easier as the current main focus is to find bugs, not gameplay balance. This is also why there are so many starter tools and weapons just laid out to easily grab and test in the starter area. Picking them up does complete the crafting quest they are related to, but that quest has to be active for picking up the item to complete. I could change it, but the main point of the quest is to learn the crafting steps and those items won't all be there in the future to pick up anyway.

Windstone is very stable right now so I'm starting to evolve mechanics to be closer to the difficult challenging level of gameplay that has always been planned, similar to the difficulty of the The Long Dark, rather than a testing ground for bugs. That is why I recently made swimming and rain cause cold among other things that have increased the difficulty of surviving. Making the game more challenging may slow down the discovery of bugs, but the transition has to happen sometime and now seems like a good time.


The Overfed warning:

This pops up if your hunger meter has been over about 90% for too long, in which case stamina-draining actions drain more stamina. Conversely, if you are too hungry for too long, about 10% or lower for a handful of minutes, you will get the Malnourished affect, which has the same effects as Overfed with the addition of reduced carry weight.  Both of these effects are intentionally added to prevent two different exploits. Being Overfed keeps the player from gorging themselves on food that also grants health, while being Malnourished keeps the player from starving themselves to save food for too long. I believe these are a better way to address the issues than the "well-fed" bonus in The Long Dark, which promotes overeating and doesn't have any mitigating affect on starvation other than missing out on a debatably trivial well-fed bonus. Food in Windstone should be managed, not wasted or hoarded. Finding that balance during development will be difficult and will be greatly affected by how easy it is to acquire as much as the effects and rate of consumption.

In addition to adding a skill tree in the next update, I'm working on making water need to be purified before drinking safely, except from certain sources, making the ocean water non potable until desalinated, and adding permadeath, meaning that if you die, that's it, start over. If you don't like that, don't blame me, blame The Long Dark for being my favorite survival  game and inspiration, or just blame me, because I'm sadistic.

In all seriousness though, if there is enough public outcry, (wishfully assuming Windstone will someday gain a player base capable of what could even be called a public outcry) I will add a casual easier mode, but until then and especially now, Windstone is going to get a lot more difficult, purposely ridiculously difficult at times in this testing phase to push the limits and find a good balance and a difficult challenge. 

This ended up being a bit of a road map and long explanation, but I wanted to let you know my deep thoughts on these details especially because you take the time to play test so much and give lots of feedback. 

What is it about the settings menu that you don't like right now? I know it's simple, but it should be working properly or is something bugged that I'm not aware of?

And hey, I like that spider attack electrical malfunction sound! That one got me right in the feels. Cut me real deep Shrek.

(3 edits) (+1)

What is it about the settings menu that you don't like right now?
I was talking about the overlaping of multiple menus. e.g. "loading a save" menu and then graphics menu and switching between all of those submenus.
Those two should be seperate menus. One completely gone when switching to the next.
Not one active and the other one overlaps and the third smirs in there as well and parts of it again getting replaced once the 4th menu button gets clicked and so on... it make not feel like a clean final game...

Developer(+1)

Windstone isn't a final game. I didn't realize there was over lap in the settings menu, or do you just mean multiple elements on different parts of the screen at the same time?

(1 edit) (+1)

I didn't realize there was over lap in the settings menu, or do you just mean multiple elements on different parts of the screen at the same time?

I ment the fact that the menu elements of both "New Game" and "Video Settings" are visible in one and the same screenshot (this is only one example as there are multiple combinations of this)

(+1)

Really like what I'm seeing so far. Two small notes an hour into playing;

When moving items from a chest to your inventory the craft requirements aren't always updated
Requirements seem to update for all items in your inventory except the item that was moved.

I'd move 'quit to main menu' to the bottom of the menu. At least to me that's where it would feel most obvious. Only seen the tip of the iceberg so far, but I will be playing more soon!

Developer(+1)

Thank you. I wasn't aware of the craft requirement issue. To make sure I understand correctly; if the craft menu says you need 4 items but only have 3 in your inventory, it will still say 3 ever after pulling another item from a chest?  Once I figure out how to reproduce this I will fix it for the next update.

Very late response by me, sorry haha. But yes. That's exactly what I mean. The 'item in inventory' value is not updated correctly.

(+1)

Will the glider ever be back? It was one of my favorite parts of the old version. So much fun. 

Developer(+1)

I hope to reimplement the glider someday. I'm glad you liked it.

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