The coding-advice channel is public.
The discussion about 4.7 was in the contributors-only channel, which is private.
>As for the engine, I actually did try to use update to Godot 4.7, but something must've broke because it crashes during combat constantly
Mado mentioned something similar. Ero Slayers would crash on Windows after upgrading to 4.7, but setting `rendering/rendering_device/driver.windows = d3d12` fixed it. Will hopefully be fixed in Godot 4.7.1 as well. EDIT: Looks like he beat me to it. If you got any other Godot issues, there's a #coding-advice channel on the Madoworks Discord.
Regarding the enemy types: A surprising amount of players would prefer if there weren't any males in the game at all. I like monsters but not ugly bastards. There is an important decision to be made here.
Regarding expectations, I'd like you to give a quick "Very likely" "Maybe" or "Never" on the following enemy types:
* male, average humanoid
* male, Fat Ugly Bastard
* male, monstrous demi-human (e.g. minotaur)
* male, magical beast (e.g. dragon)
* futanari / hermaphrodite
* machine, golem/robot
* tentacle monster
* parasite
Thank you for your effort.
Looks quite promising so far.
Bug: If you escape from combat and then start the fight again, you can get a second Minotaur in your party.
Confusing: The bandit leader is described as male (he/him) but all the enemies in the fight look female to me.
UX: Needs more hotkeys. I want to mash 'confirm' and keep attacking, not click back and forth. I'd like a way to quickly back out of menus, either by right-clicking or by clicking outside the menu window.
Engine: Any particular reason you're using Godot 4.4.1 instead of the latest version? I like to upgrade to the latest stable version and if something breaks I restore the old version from git. (You should use git for anything that you put more than one day of work into)
It might be funny if it happened every once in a while, but once you have enough carry capacity it happens every single time.
More notes:
- some popups don't respect text outline setting (e.g. tooltips for the top bar)
- some text has dark on dark outline which defeats the point (e.g. building names in the tooltips)
- text outline setting is not saved between sessions
- no way to view and compare individual dwarf/building damage values, speed, etc
Notes after playing through to the end twice:
- artifacts yeeted off the left are lost forever
- combo damage indicator on the health bar is useless late game because you never stop dealing damage
- you need more ways to collect stuff, right now runners are as important as all damage dealers combined. Maybe cursor upgrades, or a tractor beam/grappling hook building
- collision of already 'collected' items is annoying - if a dwarf reaches all the way to the left and throws items directly into the maw, you need to disable collision or else they will bump into each other and fall back out
- start prestige with tutorial complete and mandatory free buildings placed, it's annoying to repeat
- no indication of when the next building unlocks
- artifacts for things you haven't unlocked are confusing, e.g. star that boosts turrets shouldn't drop before discovering turrets
- if you get free dwarves from a perk, they don't increase the price of housing, if you get free scientists, they increase the cost of hiring future scientists. this FEELS inconsistent, even if you can probably explain it
- some artifacts have downsides, but if they randomly drop there's no way to refuse
- readability issues when multiple windows pop up at once
also, the font on this itch page is REALLY unpleasant to read, the different sizes and bold text that don't align to the same pixel grid look 'wrong'
https://www.patreon.com/posts/joiplay-1-20-611-137694579
You need the base JoiPlay app and the Godot 4.3 plugin