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(+1)


The jittering Chairs are in the bottom of the Building you sleep in, the big Dining Hall. Don't know if thats supposed to be an Inn. 

I don't know if 1kg/day is a lot for a 2m Guy, but I assume it is. And that they sell Food is rather neglectable, seeing I was starved for Money most of the Tutorial, so I probably couldn't have bought 1kg/Day anyway.

Don't remove the Cannon, it just needs to be textured properly, thats all it needs. And why/how are you managing to reduce framerate that much by just placing static Meshes around? I don't know much about Unity, but shouldn't it cull them out most of the Time in Town? And even if not, static meshes shouldn't be very performant heavy unless their Shader is trash, they result in a ton of new Drawcalls, or have giant amounts of Tris. 

Its not just from the middle of the Room, I can access Crafting Stations from neighboring Rooms, through Walls, across the Channel, something there is off.

I never ment to insult Mint because of her Skincolor. It was just incredibly weird that I kept turning Teal myself at some more or less random Points. 

>Nutrients decay over time, you are probably very low on nutrition to need 14 hours for filling the stamina bar,

That is with near full Nutrients. Without it, I need 36h for a full stamina Bar. 

>you mean cultivated daisies are not showing up?

Yes.

>We have to figure out a way to make cooking more intuitive yes, but you no longer need to touch the system now that you can just buy finished food.

But I want to cook. Your cooking system in itself is great, its just the Nutrition Stuff I have a problem with. It shows too much unnecessary Information, and its too much to keep in balance. Just having a bad-good Food scale, and flavors in some imagery instead of hard numbers displayed would do a lot here.

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We don't really know how and why the furniture is impacting the performance so much even when it is not being rendered, but until we manage to figure out this problem we can't add more. We are sure they are the problem because we tested with them on and off, maybe if we switch them all to use the same system the buildable parts use, which is based on Unity ECS, but this takes time.

I will switch around some priorities and redo the town texturing this month, I really wanted to leave this for later when we had more features, but this is too much of a common complaint.

The new quests give a lot of money btw, we rebalanced food prices to make it consistent with the amount you are paid for the quests, fishing quests are the most profitable.

We could tweak the interaction range, we wanted to make a system that detects rooms and let you access anything on the room from anywhere inside the same room, but it will take time.

I will check the stamina regen, maybe there is a bug, with full nutrients you are supposed to get a full restore with 8 hour sleep

When we redo the cooking we will also add an option to hide most stuff and add more Stars and simplified graphics, the cooking system was our biggest failure, but remaking the UI and all the functionality will take at least 2 months since it is linked to so many other systems.

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Again, the cooking System itself is nice, its just overloaded with Information, and the Nutrition Stuff is in my Opinion rather dumb. But not the cooking itself.
As a hacky example, you could just give all Things the same Nutritional Value for all Alpha to Zeta Things, and then hide their Display in the UI. Should require little work, and keep the cooking System as it is basically intact. Then its all about the Presentation really, so you don't have various Graphs for the Flavors, and all that many Numbers that makes it look like a Spreadsheet, but a more game-y and comfy looking Interface. 

As for Interaction, I think you're probably tracing a line from the Camera to the Crosshair anyway, if you'd just reduce the Distance a bit, and have it check for no collision, you should be fine. That way you can't interact with Things through Walls, and not over 20-30m. But I don't know how easy this is in Unity.

I just quickly googled it, and I know not enough about Unity, but did you mark the Meshes as static? Are you batching and reusing your Materials properly? Is your Shader for generic fully opaque Meshes complex at all? Sorry, probably not very helpful, but from what I gather Unity should be able to easily handle thousands of static Meshes, so the Error must lie somewhere else in there, thats just tied more secondarily to the Meshes themselves.