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Thank you for your feedback!

Mouse didn't appear immediately on Dialogue Opening, but might be thanks to me tabbing out. 

Haven't tested how mouse works in general. I use a Gamepad as the intended input method for development, and just slapped together a KB+M scheme 10 min before uploading for DD. Will go over the mouse interactions for next time.


Font is quite hard to read, took reading longer to figure out interacting symbol was an E not a weird C.

Yeah, when I saw that dialogue screen I had trouble too. I like the font styling, but I'll search for an alternative as I see more people having trouble with this.


Also no Jumping? and Rolling is bound to the same Key as interacting? Seems odd.

Right now there's no jumping, makes things easier to design. Maybe I'll add it in if I think it's stifling me when making the levels, but it's probably not coming to lock-on combat mode. Rolling and interacting in the same key is because I set them both to 'X' on the gamepad. It's creating some weird interactions when you roll over an item on the ground, or interact with an NPC, so I'll change it.


Dialogue Partner is completely black, I'm assuming Lighting issues. Also has some weird Alpha Parts of the Material where the Background shines through, did you apply the wrong Material Maybe? Or have it setup wrongly? Why do you have a background Image behind them during Dialogue anyway? I think you said something about that in the Thread, but I forgot.

By Dialogue Partner you mean the first NPC in the demo? If so, that's a semi-transparent texture that I'm using as a "default" test NPC. In the final game it'll only be used for the silhouette in the Inventory screen. The background is supposed to have a bit of transparency to it, but what might be happening is the cel-shader outline going through it like it was 100% transparent. That's a problem that I've noticed, but haven't found a good way to fix yet. There's a physical background object with the text because I can't have it as a widget with a sceneCapture of the NPC over it, because that would require either flagging every object that's not an NPC to not be captured on the sceneCapture or I would need to have a dummy of the NPC captured in another place, and that would mean the lightning would be all wrong.


Rolling should lock into movement direction after you're a bit into the Animation I think. Or at least reduce the turn speed during it drastically. Roll also doesn't move me, if I let go of WASD, I just roll in Place. And I can't roll if I'm not moving initially. Why not use Root motion for it?  

Yeah, the rolling right now only changes the animation and movespeed. I'll revamp it to have more of a minimum and maximum range later.


And whats with your Textbox being set to selectable?

That's just me using the wrong type of text on the widget.Should be fixed now.


Enemy Corpses still rotate towards you when they are dead but haven't disappear yet

That was a problem with my Behaviour Tree, fixed.


 Moving during Combat while having to hold Tab down and wanting to press E to dodge is pretty hard to impossible. Toggle Lockon would be better.

More people were having trouble with this. I suppose it's more of an annoyance when using kb+m,  I was fine with it when using Gamepad. Anyways, I've changed it to a toggle now, it's probably better.


When I received the Flash Drive, I couldn't use the Mouse but had to use Enter for the DIalogue to close. 

I'll check that mouse interaction now too.


 And when I 'died' I realized the Cross doesn't do anything. I kind of was expecting the Health HUD to the be Sphere and the Cross, not just the Sphere itself.

Yeah, it's supposed to be an stylized rose, you lose all the petals, you die. I'll probably have more Hud elements going along the cross, so It'll be less confusing. Also animations. UI animations will probably make a big difference in selling the effect.


Map is clearly a Placeholder I assume, and obviously a lot of Stuff is missing. I like the Visuals of the Assets that are there so far however, the UI is nice but a bit static as of yet. I don't like the general Character controls. Movement is alright obviously, but rolling should move on itself not on WASD, Jumping should be there, Lock-On should be toggle, manual reloading should be possible.

Yeah, this was more of a "look at all those barebones systems that I've made!" demo. I'll work on rolling, lock-on is toggle now, and will maybe consider jumping later on. Reloading only when you're out of ammo is also bothering me, manual reloading is high on the to-do list.


Could have potential, but needs a bit of work on fixing up the core Stuff first I think.

Thanks, I'll work on polishing what I have so far for next time!