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Hey, thanks for the criticism regardless! Unfortunately the game is very early, and I should have waited a bit more before submitting, but the feedback has been invaluable.

  • The World is indeed empty for now. I plan on filling it with as much stuff as I can, but I can easily adjust the world size (and probably make it an option) based on what people think later on.
  • Negative SP is intentional. It's only when it's at that value that you actually can't do things anymore. I didn't want an excessively punishing Stamina system, so I went the Dark Souls route. Combat is also intentionally slow, but will get faster with higher stats.
  • Terrain modification is one of those mechanics I added early just to see if I could. It's gonna be used later on for terraforming and to help with exploration (who am I kidding, I'm just gonna fill the world with buried treasure).
  • Climbing is based around a bad animaton for now. I'll change it drastically. I plan on making Stealth mode the same as Climbing mode. Let's see how that turns out.
  • I'll definitely add than later on in development.
  • Shoulders being small was a concession I had to do for animations to look decent. I'm going for a PS1/Morrowind style, but I'll consider changing the models or getting an artist to do all of them.
  • Shading styles and other artistic details will be ironed out later. I like the very harsh, polygonal shading but I can accept if people don't like it.
  • Lagging is also something I'll have to worry about later, when there's even more stuff on screen at once. Maybe just disabling shading is gonna be enough, huh?

>I'm just gonna fill the world with buried treasure

Then just put it on  an actual Shovel. So I have to carry one around, and can only use it to slowly dig a bit of a Hole, not full on Terrain modification. That way you can mask it better with some hole-model, and avoid it becoming a cheese-able mechanic. Similarly to how in other Games the chest rises out of the floor instead of the floor sinking down, just accurately reversed. (so reversed Reversed kind of, hope its clear what I mean. You'll still need the system for that, but you won't be able to actually use/abuse it as a Player)

>Model/Graphic

You don't have connected Shoulders, there shouldn't be any Problems arising with shoulder size. If you mean that they don't appear in the Players Camera in first person, use a different Model for that then. 

Depending on how long it takes you to get around to the Graphics, there might also be quite a few new ones around you could just download and use, I'm pretty much always trying to make Stuff around that Area of Style. 

>Lag

It didn't happen with Trees or anything, and I doubt 30 Skeletal Meshes caused that, I'm pretty sure that it'd be your AI. Do you do Visionchecks etc. every frame or on slower intervalls maybe?

Using a shovel, or a fireball, would be the idea.

The shoulders need to look like a ball so rotating them around looks decent no matter the pose (without using low poly deformations). I'll study improving them regardless.

The AI is mostly a placeholder with several tests for different functions of it. I'll heavily modify it.

The Shoulders being disjointed and Ballshaped is fine. Morrowind does this aswell if I recall correctly. They're just too small compared to the Chest and the upper arm circumference. Simply scale the Ballshape up by maybe 20-50%.

Could work... I'll try it out, thanks for the tip!