I hope for more content in the future (especially more characters like wolf or a bat).
bugs/feedback:
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I had character blurring during movement. After some digging I found out that it will appear for refresh rate over 60 Hz (annoyed me to the point where I tried to debug the game). The fix is:
- on linux the fix is: set display for 60fps or enable mangohud with
MANGOHUD_CONFIG=fps_limit=60,no_display(or in Heroic Games Launcher: Variable NameMANGOHUD_CONFIG, Valuefps_limit=60,no_display) - on windows user will have to set display to 60Hz refresh rate
There seems to be godot settings specially created for this problem: snap_2d_transforms_to_pixel (with snap_2d_vertices_to_pixel) and physics_interpolation
bool rendering/2d/snap/snap_2d_transforms_to_pixel = false If true, CanvasItem nodes will internally snap to full pixels. Useful for low-resolution pixel art games. Their position can still be sub-pixel, but the decimals will not have effect as the position is rounded. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled. Note: This property is only read when the project starts. To toggle 2D transform snapping at runtime, use RenderingServer.viewport_set_snap_2d_transforms_to_pixel() on the root Viewport instead. Note: Control nodes are snapped to the nearest pixel by default. This is controlled by gui/common/snap_controls_to_pixels. Note: It is not recommended to use this setting together with rendering/2d/snap/snap_2d_vertices_to_pixel, as movement may appear even less smooth. Prefer only enabling this setting instead.bool physics/common/physics_interpolation = false If true, the renderer will interpolate the transforms of objects (both physics and non-physics) between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also Node.reset_physics_interpolation(). Note: Although this is a global setting, finer control of individual branches of the SceneTree is possible using Node.physics_interpolation_mode. Note: This property is only read when the project starts. To toggle physics interpolation at runtime, set SceneTree.physics_interpolation instead. Note: Property physics/common/physics_jitter_fix is automatically disabled if physics/common/physics_interpolation is set to true, as the two methods are incompatible. - on linux the fix is: set display for 60fps or enable mangohud with
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When there is one block up, Nitz seems to teleport on to the block - a simple climbing/moving animation would be nice
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When Nitz jump and there is ladder,
Upkey does nothing - in most games will make character grasp the ladder than allow to climb it -
Clothes - disappear in animation, seems purely cosmetic (most of them)