Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

So I haven't messed with Unity, and hae very poor programming skills.  And I don't know how you have things set up. 

Internal hotkeys. such as 1-0 for the bar in the overworld wouldn't really need to be displayed. But can be implemented. 

But having a lack of knowledge of unity doesn't help. Some program languages have that option. In some way. 

Namely it would it would look at the slot, lets say slot one. Default could be "1" So it waits for the touch input, or detects the one key being pressed. But for custom keys. It could read the keybind for slot one, then shows the possible key next to the choice. 

But somthing that might not be a horrible option, if other people want it. 1-5 on the left, 6-0 on the right. No custom hotkeys needed. Wont need custom keybinds. Sure playing with a normal keyboard I can't easily play with one hand, But its a better option then when I fat-finger the wrong choice.


Also I don't know if this was mentioned anywhere else. Is exp bugged for me? Whether I fight one monster or four, exp is the same for what I fight. Like Tekr gives 25. If I find one its 25, i find four its still 25.

(1 edit)

Well, I did code hotkeys in, so they should be usable in the next build. They could be customized on PC if you were to launch the game through the launcher since it's using input manager.

What I meant by the visual hotkeys is, I'd love to have a little button name show up under each icon represnting each hotkey. Like let's say, skill slots in MMOs, where you see the number under each skill, except i'd like it to be more dynamic.

So for example if you put G to be your inventory button, it'd show up G on the UI, right now the only way to do that is through some store asset or code it yourself, by making like, a big bindings menu, cause then it should be logically storing the saved player keybind preferences in memory or a preference file, but that's a ton of work and I still have a lot of other things to fix/complete (and with my limited time right now its not that much of an option). So maybe something like that for the future.

Still, I do appreciate the thoughts.

As for the XP, right now it doesn't scale with the enemies defeated but rather is encounter based. Probably should buff the XP gain in that case. The next update also includes companion's level HP/SP/MP scaling so that'll be more useful by then.

Thanks again!