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(+1)

Played a few more times, not much new to report, so will mention only one thing that I’ve thought might (or may not) be useful:

.47. Hunger/thirst notification (like grumbling stomach), got into building and lost all health unnoticed. Maybe also visual effect for low health/food/thirst as for horniness. (Maybe also in-heat noises?)

Ok, while was writing decided that adding a few more notes might be useful

.48. At least once I’ve ended shopping street looping without an exit. The area went like:

entrance -> middle of the next street

Next street:

(left -> right) –– middle –– (right -> left)

this way the second street loops on itself with the only way out “middle” - back to the entrance area. Note that it was yesterday, so I may have already forgotten that there was one more streets segment, like (street2-left) –– street1 (+middle: to entrance) –– (street2-right) : (street1-right) –– street2 –– (street1-left)

.49. There’s a “white fog” on the left side of the home base which usually tells about place to leave the area, but nothing happens when you walk close to it.

.50. I wonder if it’s possible to somehow optimize “returning home” part? First of all, I guess autosaving on returning home makes sense (if it doesn’t happen now :)). Second, it takes opening 3 doors and lots of walking before one can embark on adventure again (e.g. if I hunt for wolves teeth, I might want to visit the forest 3-4 times a night). So, what needs to happen ideally: player returns home, drops loot and ready to go back - without much additional hassle. Potentially can simply be that pressing “M” not only shows map but also allows travel when at home.

.51. When triggering an interaction with an object by pressing F the character is still moving and sometimes (especially if running before) will get out of interaction range canceling the interaction. Not sure what would be the good solution here. Maybe triggering an interaction should insta-stop the movement (may not look good). Maybe not stop interaction if it wasn’t canceled by input (but that may conflict with monster canceling the interaction). Or maybe disallow interaction until the player character fully stops (which might be counterintuitive).

.52. It is possible to build stuff in respawning locations, like forest. Just tested: indeed that makes re-entering location cause built stuff disappear. Which, given high value of some buildables, may be very bad experience. I guess simply forbidding to build in respawning locations would be a good idea. Another option, of course, is to make objects built persist even in case the location resets, but this may be tricky to implement and may still not give the desired result “I’ve built a fire but where?”. So, like in Skyrim, just marking locations “safe and unsafe” and disallowing/warning about building there could be the easiest solution.

.53. Related to #52: there is no warning that items discarded without a container disappear. Loot is usually easy to get, but might turn unexpected for the players.

Apart from that - yeah, pressing the mouse button indeed helps with building, I wonder if some hint for players could be useful (or is it already there and I just missed it? :D). “Flip” and “Snap” now also make sense and work as expected.

Didn’t find any reproduction for #31 (losing silver coins) - now looking at how rare they are in my current playthrough, maybe it was a false memory from previous playthroughs and I was just unlucky enough not to get any silver coins?

Paid special attention to #21 (goatmen sleeping during the day inside of the buildings) - and it also seems not the issue, they are asleep/awake correctly in all situations.

Also #19 seems to be working fine now. Not sure if it’s a new fix, or maybe I confused something in my previous post.