Post 'em here! Or email them to me at firstname.lastname@example.org if you'd like.
If you're reporting a bug, please be as specific as possible. Screenshots are especially helpful if the bug occurs in a specific location.
I just played a "year" on Normal (since that's what most players will probably start with) and here are my issues and suggestions so far.
I'll post more later as I play some more.
I'm not sure if all of the progression system is in. But once you have a pretty good collection of weapons and skills. Seasons after the first become pretty easy, especially if you are just a sword berserker--once you get the timing down.
I was thinking, maybe the vamps should get tougher sooner. or you should lose all equipment after a season. I do see more elites and higher goal counts. but with all the money and weapons it loses some of the challenge.
Edit// Ok, nevermind, after enough seasons you get a new "generation" and then it restarts the equipment. Cool.
Ok, some more.
Bugs and Issues:
Lots of fun with this, keep up the good work!
Thanks for your work on this.
And some more.
Bugs and Issues:
Ok, I just got to "gen2" and I guess the best way to describe my impressions of this is HUZZAH!
Reaching this point pretty much fixes all the major difficulty problems I've had with the game thus far. The stake is no longer overpowered, the special vampire types are actually threatening, and minions are no longer pointless.
I guess on that note my concern is here that it takes long enough to get here that a lot of players will likely not reach this point and just quit early assuming the balance is way off.
It would be nice to receive some additional feedback when getting a vampire artifact. Right now, looting a chest that has one doesn't feel any different than looting other chests, other than seeing a number go up in your objectives. Maybe playing a diffent sound or emitting different particles would help make the loot feel more meaningful.
A few more after playing Build 40 for a while.
Made a list of some re-occuring problem spots for NPC pathing I've seen so far:
Just got the Build 42.
Most of the major pathing issues seem to be resolved. I haven't run into nearly as many stuck enemies anymore.
Bugs and Issues:
Have you considered having elite vampires alert nearby minions somehow?
Maybe it would be interesting if an elite vampire going into combat would alert nearby minions to attack its target, and an elite vampire getting silently killed caused nearby minions to investigate the spot as if they heard a noise.
That could be a neat way to give elites an buff of sorts would vary based something that is visible to the player. Also the player would have a some different options to deal with it, like drawing the minions away from the elites, taking out the nearby minions first, locking the minions out of a house, or quickly leaving the spot where they quietly killed the elite before the minions come along to see what happened.
I guess this would also come with a bit of a lore bonus as it could imply, or be explained as, a sort of one-way "link" between the elites and their minions.
It could be something worth considering if you haven't rejected it already.
Hi, loving the game so far. I was wondering if the combat might benefit from a few more moves, nothing that necessarily makes the player character significantly more powerful, just some things to give the player more options. The only real defensive options are sprinting and/or jumping out of the way of attacks, which feels a bit awkward, and it makes longer fights like with elites look and feel a bit silly. So maybe some way to block/reverse attacks? I was thinking maybe the throw could be used to redirect vampire's momentum, that it isn't always just a forward shove. An example of something like this can be seen at about the 14 second mark of this video:
I do like how the shove currently functions; watching Buffy there are countless moments where she stuns a vampire with a kick or punch and then immediately stakes them, and the shove works in that way, but it would probably be more satisfying, gamefeel wise, if the 'stun' action was in fact a punch (or a high kick; Buffy is nothing without high kicks) with a punchy sound effect. It would be nice to have some sort of grapple, shove, block, etc as a defensive move. That said, the elite vampires should also have some more tricks up their sleeves, close combat wise; as a poster above said, they're not great at at it, and melee fights that last more than a second or so tend to devolve into running circles around an enemy while spamming click and occasionally jumping out of the way of a fireball. I'd love to see the close combat become a bit more tactical.
All of the movement in Slayer Shock is so kinetic and satisfying and, if the combat could be as well that would be fantastic.
Also, does the AI have a mode in between not alert and hostile? They seem to not react to noise particularly often, and many times I'll kill one from range and another vampire quite nearby won't react at all.
Great work on the game, keep it up! I'm having a lot of fun so far, and it has the best feeling sprinting of any first-person game I've ever played; you really nailed the feel there.
The mission locations could probably benefit from some "flavor text" to describe what sort of location they're supposed to be.
Since each of the areas is supposed to represent some part of town, it would probably make sense for each area to have some lore and/or a brief history associated with it for world building purposes. It would also solidify early on that the different terrain types are tied to specific map locations.
Also it would help cut down on complaints like "why is this area all just rows of houses?" (of course it's rows of houses, it's a residential area!).
I hadn't noticed this before, but since Right Click is used for Aim it pretty much doesn't do anything for a good number of the weapons.
Maybe it should do something for those weapons, otherwise it just ends up being wasted much of the time.
Alternatively, maybe Aim should switch default bindings with Shove. Shove is likely to be used more often and is more important than Aim most of the time. Also Shove's current default to Ctrl means it's not easy to run while using Shove, while Aim is less likely to be used while running.
Setting UseFixedFrameTime = false introduces a significant frame rate dependency in mouse sensitivity w.r.t. player character's view angle. The higher the frame rate goes, the less sensitive the mouse becomes. This has the effect of producing a wildly varying mouse sensitivity when frame rate is unbounded. Bounding the frame rate by enabling VSync will produce a stable mouse sensitivity for any nominal setting and refresh rate, but the same nominal setting will still produce different effective sensitivities across different refresh rates.
UseFixedFrameTime = true appears to be unaffected by this issue. In this case, nominal settings produce the same effective sensitivities across different frame rates. Frame rates lower than 60Hz were produced by VSyncing on a 30Hz display mode.
Hold-to-crouch and hold-to-sprint options would be appreciated QOL features since those two stateful modifiers have effect over the game's stealth system. Sprinting is currently a little cumbersome because it's not entirely clear for how long the PC has to stop moving in order to exit the sprint state. This can lead to the PC sprinting when it is not intended for them to do so.
Just got the first release candidate.
Thankfully I haven't run into any major bugs or anything like that, so most of this probably isn't too urgent.
Bugs and Technical Issues:
Balance and Gameplay Issues:
Ok, unfortunately there does seem to be a more common gameplay issue related to the "high window" issue from my previous post.
Right now, melee enemies have no way of dealing with players on top of furniture or in spots they can't path to in general. Basically if you are sitting on top of a table or something the minions just get stuck near you with no way to respond, and you can just pick them off from safety. It looks really broken to be clearly visible in the same room as an enemy and for them to be pretty much unable to respond because you're standing on top of something.
Obviously elite vampires don't have this problem as bad as they can throw fireballs, but enemies like Minions (and possibly both of the "specials" though haven't had a chance to try it with them yet) are susceptible to this.
I guess as a possible solution, The Dark Mod (http://www.thedarkmod.com/) used to have this exact same problem with sword-wielding guards in that they'd be left with no reasonable options if they were trying to attack a player in a spot they couldn't path to. The solution that was implemented there was to give all melee NPCs a last resort low-damage range attack that they'd only use if they saw a player in a position they couldn't path to, which in that case was throwing small rocks. The rocks do very little damage and aren't anywhere near as good as "proper" ranged attack, but they reduce the awkwardness of the situation a lot and mean the player can't just sit there and eat rocks as long as they wanted.
Oh by the way, SDL_BUTTON_X1/2 need SDL2 2.0.4 or newer to work correctly on Linux, you're shipping 2.0.3 so you may wanna upgrade that (2.0.4 also has lots of other bugfixes, so upgrading is a good idea even if you choose not to support these buttons).
I tested SlayerShock with 2.0.4 and the buttons didn't work with that either, so I guess it's not supported by your code yet.
I've avoided SDL2 2.0.4 because (at least the last time I checked) it's only available as x86_64 on OS X, and Slayer Shock is built for 32-bit on all platforms.
That being said, it looks like the headers for SDL 2.0.3 do support the X1/X2 mouse buttons, and I've made the appropriate changes for that; but I don't actually own a 5-button mouse I can test with, so that'll be an experimental change whenever it comes out.
I just got to Gen2 on my latest run and again I notice that it's still a LOT better than Gen1 in terms of balance.
I know I've voiced this opinion before, but I still really think Gen1 needs a difficulty increase. I can understand trying to allow new players room to get used to the game, but most players and reviewers are only ever going to play Gen1 Normal which makes the enemies too weak for a lot of the gameplay to really work.
As it is, I think this is going to attract a some of criticism about enemies being pushovers and most of the weapons/gadgets being completely unnecessary.
That said, if you're really set on keeping the current difficulty curve, then consider maybe adding a "skip Gen1" option as a new game option.
SDL 2.0.5 is supposed to be released soonish - I hope they provide OSX 32bit binaries again (as far as I know not providing them for 2.0.4 was an oversight). Otherwise you could build it yourself on OSX, it shouldn't be hard with the provided XCode project.
Anyway, thanks for adding X1/X2 support, looking forward to that experimental update (I'd like to bind melee shove to one of them) :-)
Sometimes I get crashes (segfaults) on Linux.
So I ran the game in gdb, here's part of the backtrace:
#0 0x0823e7d0 in VampWorld::ClipPortal(VampWorld::SSectorPortal const&, View const&, Plane const&, Matrix const&, SRect const&, SRect&) const ()
#1 0x082424b1 in VampWorld::GatherVisibleSectors(View const&, Plane const&, unsigned int, SRect const&, Array<unsigned int>&, unsigned int) const ()
#2 0x08242500 in VampWorld::GatherVisibleSectors(View const&, Plane const&, unsigned int, SRect const&, Array<unsigned int>&, unsigned int) const ()
#3 0x08242500 in VampWorld::GatherVisibleSectors(View const&, Plane const&, unsigned int, SRect const&, Array<unsigned int>&, unsigned int) const ()
It goes on like that forever (>6500 stack frames) - apparently some kind of endless recursion?