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DragonMail public beta

A topic by sarrowsmith created Oct 03, 2020 Views: 346 Replies: 10
Viewing posts 1 to 3
(2 edits)

DragonMail is a game of non-violent exploration in a randomly generated landscape. No fighting, no enemies, just some slightly grumpy badgers. It requires neither lightning reflexes nor deep problem solving.

As it's my first proper game, I'm making this public beta/early/pre-release to try and get some playtesting and feedback beyond the couple of friends who've already seen it. Particularly as to whether the concept has any legs (or wings). There are plenty of known bugs, no doubt many more as-yet unknown, and no real certainty what direction future development should take (if any).

The development "team" is just me, working in my spare time on one machine gluing together things from the Unity Asset store. Development and testing is being done on Linux, but I’m producing Windows and MacOS releases in parallel.

Download, play, hopefully enjoy, and please feed back!

For a solo effort, this is very very impressive! The game concept and graphics are great. I did feel let down by the controls though. If I tried to play with keyboard and mouse either the camera was never where I wanted it or the dragon movement felt wrong. Also not a fan of the ascend/descend buttons being mapped to page up/page down. I think Q and E would work better.

Thank you, and thanks for the feedback! Have to admit I struggle with all keyboard+mouse game controls, so working out a mapping was a bit hit and miss. I totally get what you're saying about Q/E -- that goes on the list for the next bugfix release. & at the very least I'll put a mouse sensitivity adjustment in. (Fully mappable keyboard controls are on the long-term wishlist. Input mapping and UI work are possibly the most painful aspects of working in Unity.)

Just released v0.5.4 which takes on your Q/E suggestion, & also includes a mouse-sensitivity adjustment (Menu->Settings->Control Options). The camera should also track movement a little tighter.

Much better! The controls  could still use a little fine-tuning, but you're definitely on the right track now.

And I know I mentioned this before but the graphics are really good! The reflections on the water are especially nice! 

I was also able to deliver a letter to someone. With that being said, I only found the right animal by sheer luck. I've been a bit curious about the arrow in the upper right of the screen. I feel like it should be pointing to the next mail recipient, but it always points in the same direction, no matter where I'm facing. 

A money counter would be nice to have too. After delivering my first letter it said I earned $10 but I couldn't see anything that kept track of my earnings.

I managed to figure out that the orange bar on the far right is your altitude but couldn't figure out what the blue bar next to it was. Adding some labels would be helpful.

So, still work to be done, but you're definitely making progress. I just recently started experimenting with 3D game design so I can sympathize with the difficulty involved. I struggle just getting objects to snap to the ground properly lol.

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What sort of fine tuning for the controls were you thinking of? Are the control sensitivity settings not making enough of a difference?

The arrow in the upper right is time of day (straight up is noon, straight down midnight). It was the compass surround I've always thought confusing. The two bars are different measures of altitude: orange is height above the ground where you are, blue is height above the deepest point of the deepest lake, which affects how fast "superspeed" (shift) flight is. I guess the icons aren't clear enough :( OK, HUD labels all round.

The in-game menu (del) shows you how much earned, but I think I need to change the colours (again). It also gives you a list of all the places you've got letters for, and who in each location to deliver to. Figuring out where everything and everyone is is supposed to be part of the "exploration" aspect of the game, but the names should tell you what sort of animal they are, so unless you get *really* unlucky (I got a castle full of rabbits the other day) you don't need to talk to *everyone*.

The water is UnityProDaytime, and the reflection calculations it does are a significant fraction of the render time, so I'm glad it's worth it!

The flying controls feel the most natural when you use the WASD keys and mouse in conjunction with the Space Bar or Shift (for fast flight). I noticed that when you fly that way, you can even fly up and down without ever having to use the Q and E keys for altitude. So ideally the Q and E keys shouldn't even be necessary.

Something else to think about: Is it really necessary to have 3 flight speeds? I would recommend cutting it down to two. One immediate benefit would be in how it simplifies the control scheme. So maybe have one moderate flight speed for flying around towns and character interactions, and a faster flight speed when you're on the world map.

I never would have guessed that the arrow corresponds to time of day (or why the time of day even matters to begin with).

The N for North on the compass could use more contrast to stand out.

The text crawls by really slow at the very beginning of the game. A skip feature would be nice or some way to speed up the text narrative.

While developing the game, the blue and orange altitude bars may be of use to you, but from a player perspective I don't feel like any of that information is necessary. Most games with flight have an invisible "ceiling" that the player can't fly past and the game usually gently turns the player around back towards earth.

I find the Control guide a little hard to read in the circular style. I would recommend simply listing all of the key mappings with all of the text aligned to the left. Make the most common controls stand out more from the lesser used controls so the player can quickly identify which ones are important.

It's up to you, but maybe consider adding money earned or letters delivered to the main game UI instead of buried in a menu. It will give the player a greater sense of accomplishment if they can see right in front of them what they've done.

The correlation between names and animals isn't very obvious. For example, I met a lizard named Paxtkin (sp?), but nothing in that name really screams "Lizard species" to me, unless I'm to assume that all lizards have short, one-word names. Have you thought about using a visual way of representing letters and who they need to go to?

All of these suggestions I feel would be steps in the right direction . . . but ultimately this game is your creation and only you know exactly what the finished version should play like. I would make one last suggestion though: Get more feedback from players. Here on Itch there's a member named Vlad MGC https://vladyslu.itch.io/

He does Youtube videos of Itch games (even demos and beta versions). Maybe see if he can play your game and give some feedback. I've also found that if you play other people's games here on Itch, they usually reciprocate, and the feedback you get can be most valuable.

That's such good feedback I turned my reply into a devlog.

Two points I didn't address (because they didn't really fit with the theme of the post):

1. I find the vertical ascend/descend controls invaluable around buildings, particularly when negotiating towers. If you can manage without them, I admire your dragon-handling skills.

2. Good point about having some sort of progress measure on screen. I've tried to keep the game view as uncluttered as possible, but I can always make them optional (as I will with the altimeters).

And thank you for the point to Vlad MGC. That'll be something for the next level of release.

You're welcome and I'm glad I can be of help. :) 

I've struggled with a lot of the same things while making my own game. I would understand a certain game mechanic (of course) but then get frustrated when players couldn't figure out what to do. Or I would add features that were ultimately steps in the wrong direction and end up removing them. This video by another developer here on Itch sums it up perfectly.

But I'm confident that if we as indie game devs keep working on our games, we'll eventually reach that moment where it all comes together, when it suddenly becomes the game we've always dreamed of playing.

That video is spot on. The story about the game crashing when a test player tried opening the menu during a cut scene reminded me very strongly of my first testers reporting the controls not working, and it turning out that they'd been dismissing the map while the game was still generating and that catastrophically interrupting the loading sequence.

Glad to hear you liked the video. The guy that made it also plays other people's games occasionally. You can find him here on Itch.