I get the same bug as everyone else. Once you use the password in the computer, the scene transitions with a black fade but stays black.
I tried leaving the room before it goes black in case you need to be at another trigger point but no change.
Dr-Flay
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Nice idea, but then I love the Maneater game also.
The first time I played I couldn't find the diver in the cage. There is no way to know if you are going in the right direction, so maybe add some sort of sound or pheromone trail.
Swimming seems painfully slow as if the shark is injured. I am a shark yet struggle to catch up with a human or other fish, so the balance seems off
Unfortunately on KB this is too difficult to play (at least for me).
I tried using a controller (DirectInput) but only steering seems to function.
It would be useful to give some basic info on this page regarding what keys do what, including as how to quit a game, which for some reason is CTRL R.
The initial UI is confusing and the opposite way games normally present the options.
For some reason the game opens several levels deep into the video options, and clicking on the quit button makes you navigate back up the chain, rather than quit the game as expected.
The naming convention of the uploads is not ideal for users of the itch desktop client.
Installing via the itch client I first got an old build because it is listed first. Manually locating the latest build in the list and installing the update did not replace the existing files, but made a folder with a different name, so when trying to launch in the client I was presented with 2 identical launch options with no way to tell them apart.
Please keep your unique folder names at your end, and distribute with 1 standard you intend to stick with.
If I can get the controller working I can give the actual game a fair test, but til then I'll have to pass
Success. I got the quest from Rexxar !
Fail. I walked around the desert so long I got a negative score for the map when I finally gave up the quest and finished the level.
I can't tell if I missed a clue or that part is not done yet.
BTW. Last night I noticed the way you have rigged the trees. Well done you.
Most indie games use trees that animate by swaying the whole thing which looks like there is a ghostly storm you can't hear.
Even in old Unreal 1 engine mapping I always used a fixed trunk and separate canopy. This also allows for more variety with less assets.
For further optimising it is possible to have distant objects be 2D sprites (a trick used in The Long Drive), then swap to the 3D asset when close enough.
Unless the dead animals will be used for food later, I suggest they also be removed from the mini-map when they die, or maybe change the colour.
AI balance needs tweaking. I watched the deer killing the bears in the winter map and so paid more attention.
The herbivores and small carnivores need to be more timid and move away from threats. It does not take too long before the landscape is covered in corpses.
They are just as likely to run into a new danger as away from one, so the landscape would become a bit more dynamic.
A chatroom would be useful for development and feedback. Do you plan on having a discord or something ?
Glad you like the idea. I think it helps make things more immersive if the in-game advantage for the character matches an advantage the player gets.
Perhaps this could then be enhanced via questing to gain the ability to zoom.
I can see this work by gathering herbs for an NPC that uses magik, so they can give you a potion with the power of far-sight.
This could allow the camera view, mini-map and spyglass to now zoom.
A potential cool upgrade for that later on could be the power of remote-sight, where you can see from the eyes of a native creature, that you can first see from wherever you are. The internal mechanism would be just like shooting games where you have to lock on a visible target (I also suggest this as a handy coding lesson).
You could limit this to only effecting in the mini-map, or only for the camera view so it is not too over-powered, or limit the amount of times you can use it per level. Maybe later that could be linked to a Mana bar if you gain the ability to use Magik.
Going to test the hotfix version. I'll let you know how I get on.
The sword works well, and the optimisations are pretty good. Nice work.
I assume the sword will be moved to the first quest as one of the NPCs tells you to get a weapon.
After that a spyglass would be a valued treasure.
I kinda feel like the mini-map should be a power you gain or activate maybe after gaining a spyglass (perhaps also have it as optional, or off for a harder mode).
I don't feel like I'm ever being stealthy while not being able to crouch.
I suggest the use of the middle mouse button and wheel for something (could work for focusing or zooming the spyglass.
Bugs: Cacti have no collision.
Dead creatures still show on the mini-map.
I spoke to Rexxar on my way to the treasure but he didn't have anything to say other than a "?"
Wow this certainly needs a beast of a PC to run smoothly, but it is Unity so to be expected.
U-engine may have been a better option for a game of this nature, but Unity is a good place to start your craft.
The buildings need to be sealed zones so the audio, lighting, fog and the rain do not cross where they do not belong.
The deadly water needs some explaining as you can swim but it harms you.
Either the water is toxic or this needs a better way to deal with it.
Things you are likely aware of but I should report anyway.
Sometimes I see giant spider legs protruding from the lake (maybe I should stop eating those wild mushrooms).
The spot effects need more variety.
eg. The 1 sound the bear makes while attacking makes me want to disable the audio. The bear doesn't stop to breathe between attack sounds. The need to be spaced apart more or it sounds like several bears at once.
I would suggest that the start point should have more items in the room to give a sense of ownership rather than a storage shed.
Also that perhaps you look at adding the ability to take a candle from all those candle-sticks you see, for a more limited light source.
A diary page, scroll or something written in the room to give you your first objective.
My sense when I look around and then look back at the building is "I don't know who it belongs to, and I don't think it is mine".
Very promising looking game, but I am just starting to explore so don't have any feedback on the mechanics yet.
A tip for the devs to allow easy user optimisation.
Please add the ability to use the Unity prefs window at the startup to choose a suitable screen resolution.
The game assumes the biggest size it sees is the one to opt for, but this is not useful with screens that have bigger resolutions than the GPU can sensibly run, or on monitor/TVs that fake and scale the maximum resolution so it looks like crap.
The game could better run for a lot more people if you let them use a smaller res and/or windowed mode.
Removing the need for scaling also allows reduced CPU/GPU use if people want to capture/stream the game at the same resolution.
BONUS: If you present the default config window before the game, the users also have the ability to configure their own choice of keys or controller buttons.
For anyone else wanting to try the game right now at a lower screen size, trusty old "re-o-matic" is your friend.
http://www.bcheck.net/apps/reso.htm
Yeah, I try to rely on it as it handles the updates, but as you can tell it is not so reliable.
OK. I uninstalled the game and then the client offered the correct version as the newest.
It maybe a cache issue in my client or a backend issue. I guess we'll never know.
BTW. the listeners of my weekly radio show give the game a :thumbsup:
What is "get swoll" ? (that isn't a real word in English, not even slang)
https://www.dictionary.com/misspelling?term=swoll#
Do you mean Swole or Swollen ?
If you mean "to become bigger", then it is better to say "get bigger" or "grow large" etc.