Please add a way to exit the game beyond ctrl-alt-del.
Bugs:
- The particle effect that probably goes with the sheathe appears like a foot behind where it should go.
- Also seeing some crazy camera drift as a result of the game thinking I'm pulling down on the right analog stick. I'm not experiencing this on any other game I play with a controller, but it might still be just me. Maybe my controller does have issues, but other games aren't as sensitive? I dunno.
- It's possible to use fallback to clip through certain objects and fall out of the map. I managed it a couple times with the blue stairs.
As far as the character controller - seems pretty functional. The camera definitely needs some work, particularly when the player is going up stairs. Being able to pick up and discard objects works great, though I'm not sure you want to make it that easy to just yeet your shield (or if you do want to make it that easy, make it so that you can aim whatever you're throwing).
-The particle effect that probably goes with the sheathe appears like a foot behind where it should go. Not sure what you mean with that. There is no particle effect attached to the sheath. Maybe you mean the itemslots? Those are put a bit further back as to not interfere with certain animations.
- Also seeing some crazy camera drift as a result of the game thinking I'm pulling down on the right analog stick. I'm not experiencing this on any other game I play with a controller, but it might still be just me. Maybe my controller does have issues, but other games aren't as sensitive? I dunno. There is no deadzone for the sticks yet. However, there seems to be some faulty input if the game thinks you are constantly pulling down on the right stick. Please check the icon on the top right corner to see how your input is interpreted. Might be on your end, might very well also be on my end, input is kinda a bitch to handle and I do not have much experience here.
- It's possible to use fallback to clip through certain objects and fall out of the map. I managed it a couple times with the blue stairs. Noted, there are also other attacks that have the same problem. Eventually will be patched out.
The camera does not do much besides following you. There is also an automated mode, tho it is not active right now. Anyway, needs more work to actually be functional.
The way you interact with items is pretty central to the game, yeeting them away is as well. Aiming your throws is a good idea, I will consider it a bit more and see if I can come up with a good implementation for that. But do not hold your breath. Items are supposed to be disposible by design but also unique. Sticking to them is supposed to have big ramifications on how you play the game, kinda like complimenting your build. There are more systems that are not implemented yet, so it is kinda hard to see right now.
Comments
Please add a way to exit the game beyond ctrl-alt-del.
Bugs:
- The particle effect that probably goes with the sheathe appears like a foot behind where it should go.
- Also seeing some crazy camera drift as a result of the game thinking I'm pulling down on the right analog stick. I'm not experiencing this on any other game I play with a controller, but it might still be just me. Maybe my controller does have issues, but other games aren't as sensitive? I dunno.
- It's possible to use fallback to clip through certain objects and fall out of the map. I managed it a couple times with the blue stairs.
As far as the character controller - seems pretty functional. The camera definitely needs some work, particularly when the player is going up stairs. Being able to pick up and discard objects works great, though I'm not sure you want to make it that easy to just yeet your shield (or if you do want to make it that easy, make it so that you can aim whatever you're throwing).
Thanks for the feedback.
-The particle effect that probably goes with the sheathe appears like a foot behind where it should go.
Not sure what you mean with that. There is no particle effect attached to the sheath. Maybe you mean the itemslots? Those are put a bit further back as to not interfere with certain animations.
- Also seeing some crazy camera drift as a result of the game thinking I'm pulling down on the right analog stick. I'm not experiencing this on
any other game I play with a controller, but it might still be just me. Maybe my controller does have issues, but other games aren't as sensitive? I dunno.
There is no deadzone for the sticks yet. However, there seems to be some faulty input if the game thinks you are constantly pulling down on the right stick. Please check the icon on the top right corner to see how your input is interpreted. Might be on your end, might very well also be on my end, input is kinda a bitch to handle and I do not have much experience here.
- It's possible to use fallback to clip through certain objects and fall out of the map. I managed it a couple times with the blue stairs.
Noted, there are also other attacks that have the same problem. Eventually will be patched out.
The camera does not do much besides following you. There is also an automated mode, tho it is not active right now. Anyway, needs more work to actually be functional.
The way you interact with items is pretty central to the game, yeeting them away is as well. Aiming your throws is a good idea, I will consider it a bit more and see if I can come up with a good implementation for that. But do not hold your breath. Items are supposed to be disposible by design but also unique. Sticking to them is supposed to have big ramifications on how you play the game, kinda like complimenting your build. There are more systems that are not implemented yet, so it is kinda hard to see right now.
Anyway, thanks for playing.