Base/Building/Some Grammar Stuff
- It doesn't say you can hold "shift" or "cntrl" to make placing buildings only go side-to-side or up-and-down where it says the controls while you are in build mode
- NPC allies (Duke) and orphans have a chance to spawn in walls at your base
- Traders don't use paths to get to your stalls (probably a pain to code though) and traders don't premptivly run away when a raid is about to start (already talked about the trading stuff in the mechanics)
- Workbenches don't want to rotate for some reason (bug)
- No Carpet foot/walking noise (it just leaves the wooden floor sound over wood floors)
- While on llama and right next to a stall, pressing "F" to fo to prev. product gets you off of the llama
- pressing "F" to get onto llama while near stall makes you mount llama and go to prev. product
- When you upgrade a thing in the player upgrade, it seems all your items get taken away but then given back, making it do the "plus" thing on the items at the left side of the screen, as if you were picking up the item. (does something similar when crafting)
- May want to make workers have "breaks" after they pass an energy level (like 9000 or 18000) and go near an object
- Like going to/hanging around the veggie pot; around a sell or buy stall; around a bell; bookshelfs; or outhouse.
- May not want this to happen for effeciency, or not happen if a raid is happening; however, it would give a slight push to automation
- May want to make energy go down slower when they are doing the break (so they don't do a break and sleep)
- Energy doesn't go down if Worker has Obj_bell or obj_skelly under them
- May want to make energy go down but not have going to bed over/more important than fighting skellys or going to the bell.
- Custodian has wrong description (it's the description of the researcher) and researcher has it's description as "none"
- Small water pump has no indication that it is full
- Maybe an animation with water dripping from the faucet?
- Building "happens" while riding a llama (the building grid pops up) but the menu for buildings and structures don't pop up (also can't build anything even on your base)
- Tool and Armor benches/stations say "Q/E to next weapon" instead of "Q/E to next tool" and "Q/E to next armor"
- Farmers still water crops whenever it is raining (it wastes water and doesn't make sense for them to because the crops are gonna be watered by the rain)
Really any suggestions I have for building has been already said in the survival mechanics post about the guard flags, trading, and walls/outposts for blocking raids. (Different kinds of stalls to attact more traders and more paths (like clay/brick and planks) are really the only suggestion I have for buildings that I don't think has been said)
Debug Stuff
- I would ask you to change the debug key " ` " to " shift ` "/"~" because I found out about debug mode after missing the "tab" button for my inventory and pressing it; I think requiring you to press shift to do it would solve the problem of that happening
- Pathing
- While in your base it does not show the pathing of NPC companions (duke) unless they are following you
- I also think there is a bug where it shows the last bit of pathing of duke when he was following you (the white line is left over)
- It does not show the pathing of kids/orphans
- It does not include pathing for traders
- It does not include pathing for cats (I haven't seen if it shows when they are following you)
- May want to seperate pathing and debug entirely to reduce lag (incase that gate glitch happens in Anchor Rage, so you wouldn't blow up your laptop incase you done the cat quest)
- While in your base it does not show the pathing of NPC companions (duke) unless they are following you
- Orphans (and maybe Duke) can pass through medium water towers if you place them in building mode
- Building Mode
- Why is there a medium and large water tower, but no small water tower?
- In the debug 2 section some of the objects don't have a "no description yet" and are just blank
- I had a glitch where eight farm plots (the bottom left ones) in Steven's Ranch were not able to be planted on, even in debug mode - it said it required four seeds (which I had even without debug) and the other farm tiles I planted, after harvesting them, the same "not enough seeds" thing happened
- After I quit and got back on the game, it seemed to solve itself.
Other Stuff and Suggestions
- If you press and quickly unpress the button, the orphans don't go
- Probably intended incase someone accidentaly clicked it, but adding the person who is going to take the orphans away from you saying: "second thought?" (and possibly "third thoughts?" if you do it again) would add some polish to it
- The loading screen for areas should probably have a background based on the weather for two reasons -
- To hide the assests being put in and that weird camera zoom/zip to where you are (it can break the emersion)
- It having rolling dust or clouds/fog (basically could just be a greyscale version of the dust) based on the weather would be a nice touch and help transition from world map view to your view.
- A varient of the water towers that are empty/damaged/irradiated
- Could have a "rusted hole" and a "shot up" varient of those to have better enviromental telling (rusted is abandoned, shot up is raided, irradiated is poisioned); and you could use it in explore tiles without the player going "Why aren't people flocking here? it's a wasteland and this is water!"
- Betting Settings (or more than just resets)
- Gunfire Volume - Just a slider of how loud the gunshots are (my ears got hurt the first time I heard Duke shooting enemies)
- Building Particles/Particles in General - To reduce lag
- Frames Per Second Cap - framerates for me flunctuated wildly, it would be nice to cap it at 90 frames for me
- Weather Settings - this goes for if you implement the weather causes more effects, like putting out the fire of the flame boots; and how long and how often they occur (like making rain rarer but longer)
- Control Options - to remap buttons (I think your doing controller support anyway)
- Raid Options - Options where you could choose where the timer is set at (like 500000 to 2500) and if raids can come from multiple directions after awhile (if you were to implement that happening after a raid doesn't happen when it counts down for so long)
- Random Encounter Options - if you are adding totally random encounters (not like running into a skull icon that would be a Raid Wagon, but just events happening at random times without warning) you may want to make it toggalable or where you can decrease the frequency
- Harder Options/Presets - options to make the game harder; like barely any traders, crops growing a lot slower, buildings cost more, ammo boxs running out, friendly fire, or taps going dry (stuff like that)
- If your going to add trading wagons/raiding wagons/raiding llama parties; I would suggest to make some have a pre made/not randomly generated path (like a trader from Anchor Rage to Steven's Ranch) and a "?"/question mark icon over them until you get close (if you do this, you could make binoculors (binocoulrs? bincoulurs? binocollours?) that would show what they are from farther away.
- Really all the stuff I suggested in the survival mechanics post, especially the broom mechanics cause it could add so much flair to the world building (and it make me feel so great inside), the "dusting off sand" that the broom does could also be used to brush off dust from solar panels if you plan on nerfing them by making them produce less energy after a dust storm because they get covered in dust.
- Also the little flag idea for guards to patrol could be incorparated into being checkpoints for the llama racing.
Really this game has been a blast to play, and it's been great knowing that your taking suggestions (cause alpha) and implementing them. I can't wait for an update (especially for llama racing and more quests).
I'm going to take a bit of a rest now.