- I thought the checkboxes in the settings were unticked until I clicked on one.
- Options menu needs some tooltips; what exactly does "lock mouse axes" mean?
- Needs a windowed fullscreen option.
- Why is there no number on the FoV slider?
- RMB should go back in menus.
- Jumping needs input buffering.
- You can jump out of the level next to the building that needs the keycards.
- The locks need to stand out more. Make them glow in their corresponding colors.
- Does bunnyhopping make you slower?
- Weapon drops from enemies should rotate instead of being perfectly static.
- The keycards also need to stand out more. I picked up 2/3 without even seeing them.
- Picked up the red keycard and fell into a death pit that I couldn't see because it was so dark.
- The player death scream is terrible.
- Enemies need to be more perceptive. The enemies in the store can't hear gunshots from 10m away. They also don't notice your footsteps or even you touching them.
- Why does the SMG have a star-shaped muzzle flash when it doesn't have a muzzle brake to create that shape?
- Player acceleration needs to be a bit lower to make precise movement easier.
- For the same reason, jump height should be variable.
- Put blocking volumes in corners to make movement through tight spaces smoother.
- Muzzle flashes should produce light.
- Enemies should also leave behind shell casings.
- Scoured the level, but I couldn't find a shotgun even though there are shotgun shells.
- Needs to show how much ammo you have for all weapons without having to switch to them to check.
Viewing post in Ctesiphon jam comments
I thought the checkboxes in the settings were unticked until I clicked on one.
That's good point, they need a gap between the border and the fill.
Options menu needs some tooltips; what exactly does "lock mouse axes" mean?
Noted, should be easy. "Lock mouse axes" means when you change the X sensitivity it also sets the Y to match, turning it off allows you to tweak them independently.
Needs a windowed fullscreen option.
The fullscreen option already is borderless windowed, what exact functionality would you want? "Exclusive" as far as I know is just a flag you pass to DirectX which changes a few hints in the background, though rumor has it that doesn't even do anything anymore. I'm using OpenGL so I don't even have access to it anyway.
Why is there no number on the FoV slider?
It didn't neatly match the aesthetic of the GUI set, it's listed as a number in the config file. I can put the range in a tooltip though.
RMB should go back in menus.
Mouse 4 already does, keeping it consistent with how it works in a web browser
Jumping needs input buffering.
To lightly discourage bunny-hopping, it's not getting it.
You can jump out of the level next to the building that needs the keycards.
Yeah I know, that part's getting a big lintel in the next pass. The barrier itself will be retractable later and the level end will be on the other side.
The locks need to stand out more. Make them glow in their corresponding colors.
The keycards also need to stand out more. I picked up 2/3 without even seeing them.
Picked up the red keycard and fell into a death pit that I couldn't see because it was so dark.
They won't usually be tucked away in dark corners like that, I just didn't have any good places to put them yet.
Does bunnyhopping make you slower?
Sort of. Acceleration is limited with a sqrt instead of a dot so there's no strafe-jumping, and you accelerate at a much reduced rate in mid-air as well.
Weapon drops from enemies should rotate instead of being perfectly static.
I'm actually going to make them temporary physics objects that clatter around on the ground for a moment like the casings and other debris do.
The player death scream is terrible.
I know, it's perfect. If you don't want to hear it, don't get yourself killed!
Enemies need to be more perceptive. The enemies in the store can't hear gunshots from 10m away. They also don't notice your footsteps or even you touching them.The AI in general are getting a big pass when I add pathfinding. It'll get further refactors as I add more enemies too.
Why does the SMG have a star-shaped muzzle flash when it doesn't have a muzzle brake to create that shape?
Because it looks cool. Duh! You might as well ask why everybody is shooting from the hip.
Player acceleration needs to be a bit lower to make precise movement easier.
You can walk with shift or crouch with ctrl. Are those not enough?
For the same reason, jump height should be variable.
I could see this detracting from the game, it's difficult to give precise control to something so fast and prevents you developing a good judgement of exactly how far you can jump unless you use the full-power jump every time. You can already get a little more height by crouching in mid-air which allows you to mantle up objects slightly higher than your head.
Put blocking volumes in corners to make movement through tight spaces smoother.
I'll have to think about this one, I don't think the added workflow time would make enough of a difference to justify it.
Muzzle flashes should produce light.
Enemies should also leave behind shell casings.
Needs to show how much ammo you have for all weapons without having to switch to them to check.
These are all on the to-do list
Scoured the level, but I couldn't find a shotgun even though there are shotgun shells.
I guarantee you've walked past it, it's just hard to see. Again, the positioning of all the items isn't final, I just wanted the whole arsenal to be in the demo.
>The fullscreen option already is borderless windowed
Oh yeah, you're right. I just immediately assumed it was exclusive because the screen goes black for a split second when you tab to the game.
>It didn't neatly match the aesthetic of the GUI set, it's listed as a number in the config file. I can put the range in a tooltip though.
I don't think it would look out of place if you put it on the right of the + button.
>You can walk with shift or crouch with ctrl. Are those not enough?
Sure, but that's an unnecessary extra button. I think turning down the acceleration just a little bit would make tapping the movement keys feel more consistent.
>I could see this detracting from the game, it's difficult to give precise control to something so fast and prevents you developing a good judgement of exactly how far you can jump unless you use the full-power jump every time.
I don't think anyone has ever said this about Mario.
>I'll have to think about this one, I don't think the added workflow time would make enough of a difference to justify it.
It definitely makes a difference in doorways like the one leading to the room with the plasma gun, and you can just copy and paste the blockers.