I know I just commented recently but I'm running into a bug with recruiting Amelia. Once she's been recruited as a slave, her sprite is replaced with a randomly generated one and her traits are randomized. Her name stays the same and is colored the same like all the other named slaves. She also becomes a virgin and has the rebellious trait.
notnamed14
Recent community posts
Got around to trying the new demo and the graphics settings is an interesting approach. I think there's an issue with the niagra system that you're using for the death effects. The game was running fine until the first fight when the frames dropped a lot once I killed the first enemy.
By the way, when you change graphics settings, it seems like all of the death effects that have already been triggered do so an additional time. At least, it did when I changed the graphics from medium to low. That crashed the game by using up every last bit of VRAM memory. You might want to throw a "do once" node into the death sequence to see if that stops that from happening. That is a good indicator that the niagra is too demanding though.
Played the demo and that camera seriously needs some work. I got a decent way through the demo and got stuck. There was no way to revert to a previous checkpoint through the menu either. The camera is way too close to the player character which is how I didn't see the ledge that dropped me to a place that didn't kill me and just got me stuck. I'd say it's better if you allowed the player to be able to control the camera distance. Preferably with scroll wheel. You can change the binding on the switch abilities from scroll wheel to another button. Also, this game needs some help in terms of optimization. Framerate is pretty bad and this is on my PC which can run some seriously demanding games. It seems like you have WAY TOO MUCH foliage put in place with swaying wind effects which can be very demanding. Having multiple meshes being called and rendered can negatively effect the performance.
It seems like it's just one large map? If so, I'd recommend splitting it up into multiple levels so you don't have so much being rendered at once. If you don't want to do that as it would probably be a lot of work, then you might want to get rid of a bunch of your foliage to replace them with Static Mesh Instances. Those are much more performance friendly. It would be simple to just spend an afternoon with the foliage brush and erase a lot of it while replacing some with static meshes.
The combat is very simplistic which isn't necessarily a bad thing. If the main game has more features to supplement the simple combat then it's fine.
The game is going great so far. I am wondering if there will be any uses for the goblins in the future outside of just breeding and using the gloryholes? It doesn't seem like there's really a reward for having a lot of goblins or having the rarer goblins. I'm assuming that you will be able to staff the goblins around the dungeon for bonuses.