When sleeping, does the screen still fade to black for you if you set all the video settings to max? I think the issue is with the camera fade and it may be linked to a certain combination of video settings, possibly just post processing. I may have to make a UI blackscreen overlay fade instead of using the camera fade. That may be better anyway because it would also fade the UI elements instead of having the vitals and quests pop in and show up before the camera fade in like at the start of a new game or load.
Thanks, I've confirmed the missing fade to black when sleeping only happens when post processing is set to the lowest setting. I've fixed it so that won't happen in the next update.
Also, much of the overall performance issues is that I still need to add LOD to the trees and consolidate mountain meshes, which should greatly help your laptop to not be a BBQ grill.
I've found that the view distance has the greatest affect on performance for me because it greatly reduces the amount of trees and mountains that render.
Have you came across the inventory bug since last time you posted screen shots of it? I still cannot reproduce it and no one else has mentioned it, but from your last post about it, it seems that it may still be possible.
I'm thinking it must rely on a specific combination of items taken out and put in and save loads that is rare.
No, i haven't. It must be exceedingly rare. (And yes I've been up there and tried getting out of the loaded chunk and quickly back in - if something like chunks exists in this game - saving and loading the game, opening the near chest under the waterfall. But it didn't happen again)
If I were you, I'd just put that bug in a box with all the screenshots provided and stop looking at it until someone else stubles apon it again and provides more information. (In a github project I'd create an 'issue', but something like that doesn't exist here, does it?)
Right now performance (with saving video settings) and controls (with adjustable keybinds) should be priority.
Once you have those two you might be able to get more players and therefore more testers that don't give up on it after the first few seconds because of those two and maybe then someone else stubles apon more info about that tiny, item texture, loading issue.
But as I don't know much about unreal engine or the current state of your codebase, that is just my opinion.
I just uploaded a major patch with about 30 changes. You can sit in the chair now! :)
I haven't spent an excessive time looking for the inventory bug. I just keep an eye out for it when I play test other things and I naturally use the inventory while playing, so I'm hoping to run into it and notice a reason for why it may be happening. Nevertheless, it's a pretty major bug that needs fixing, but I get your point.
There are 4 chunks in the playable area, called streaming levels in UE4. I thought that might have something to do with it, but I don't think so as I've tested saving and loading in all of them.
Concerning your mention of the video settings; They should save and load properly now. Are you referring to the overall performance and that the game needs overall optimization of the highest video settings?
As for the key binds, I plan to add customizable key binds soon, but I thought it was a low priority at this stage. You have me second guessing my assumption that there wouldn't be many players that wouldn't play just because of that. I just didn't think it was really an issue but you may be right. I should prioritize that as it's an expected feature.
Other than optimization and key binds (and the dreaded inventory bug of doom) what else would you consider a high priority? I don't expect a super detailed response or any response at all, but since you seem genuinely interested in playing and helping to improve the game, I have no other person to ask other than myself and the dark void of the internet that rarely responds.
Edit: Also I don't use anything else like github for feedback. There is a "known issues" thread, but I haven't added anything to it for quite a while and most stuff on there is fixed or outdated. Following replies and keeping my own list works for now but I will update and add the inventory bug to the issues thread if it persists.
You have been a great help and I appreciate your play testing and feedback very much. Can't really say that enough. Thank you.
> You can sit in the chair now!
YES! - I get sea sick from the slow animation while at 30 fps, but - WOHOOO! :)
> video settings should save and load properly now
Oh, they are in the save file of a game state... I always adjust them in the main menu and wondered why they are always at max...
The main menu needs to remember the graphics settings as well as it is quite demanding...
On the priorities part I think I need to clarify some things as they didn't come across the way I wanted to...
1) lower default graphics settings at first startup and main screen performance
- If someone wants to roast their pc they can crank up the settings later, but someone on a low end pc can also play it without crashing right the moment they start the game
- also comes together with what i mentioned above with the demanding main screen - idk, maybe replace it by a pre-rendered video? Would that decrease the demand of recources while maintaining quality?
2) gameplay performance (already discussed)
- (add LOD to the trees and consolidate mountain meshes, etc.)
3) controls
- I differentiate between controlls and keybinds. Controls is how you control the game using the preset keybinds. Things like closing any menu, getting into the pause screen and back using one key -> ESC. If controls don't work properly, players get stuck in menus and get frustrated. To prevent that, make sure that every element type has it's propper logic, you'd expect from a first person parspective game:
- Menu - Enter by <KEY>, exit by <KEY> or ESC
- E for opening a chest inventory, but only half way closing it with the same key is an inconsistency for example
- "This is an ongoing process as making the ESC key close all menus as well as using the same button used to open menus is complex but a priority for user friendliness." - This basically.
- Hud - Enable by <KEY>, Disable by <KEY>
- Movement - Start by pressing <KEY>, stop by releasing <KEY>
- ...
- Add map movement using mouse? zoom? etc.
- ...
Keybinds are - as you mentioned - a lower priority. I just thought you might want to add them to the settings file while you are at it. That's why i put them in brackets. Same with saving video settings.
Once performance and controls are solid, you can start expanding the content. Here are some ideas:
- add more details to the item description once an item has been fully explored aka eaten or used. How much hunger it restores takes, how much base damage it deals, etc.
- improve map by adding waypoints (and remove spinny compass thing) / fast-tavel
- split the regions into animal spawn zones
- increasing difficulty away from spawn
- themes: beach = shrimp, forest = wolf & antilope & peacock, hills = tardigrades (and add them to the map on discovery)
- add more items, mobs, locations, story, etc. - but i can see from the game files you are on that already...