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Feedback => Playtesting => Topic started by: skullbox on December 21, 2011, 02:07:33 PM



Title: Beasts and Pirates (PC early build)
Post by: skullbox on December 21, 2011, 02:07:33 PM
I've managed to export the game as a runnable game-file finally, had no idea how to do it till I found an answer somewhere deep down in a forum.

There is not much to do in this version except walk around, talk to some npcs, kill some monsters and buy some stuff in a shop.

But if you have any feedback on the graphics, controls, gui, battle-system or anything else please tell me. I am going to start working on an online version of this now, so I will pick the good stuff from this and continue developing the concept.

Controls:
- Arrows UP, DOWN, LEFT, RIGHT to move the your crew.
- Interact with NPCs and attack monsters with the SPACEBAR.

Link to windows-version: http://www.skullboxlabs.com/pirategame (http://www.skullboxlabs.com/pirategame)



Title: Re: Beasts and Pirates (PC early build)
Post by: capn.lee on December 22, 2011, 03:08:32 AM
first of all, runs fine with no crashes on my laptop. seems stable, i had a couple of minor issues though. the game appeared to freeze when going between town and sewers, just while it was loading, some kind of indicator that it was running still would be great.
also the guys movement was inconsistent and every 3rd or 4th step he would shoot forward 1 tile then pause while the camera caught up with him, nothing major.

the art for interiors doesn't seem to be consistent, in the tavern, the angle for the tables contradict the angle for the shelves right next to it. the windows also could be pinched to be larger at the top, this would help it look more consistent.
some characters have inconsistent black outlines and some only on their apparel (slimes with sleeping caps for example). I assume this is because you're transitioning from one style to the other but just want to note that the characters with the coloured outlines look a lot nicer.

I got rewards for quests before i'd completed them too, don't know if thats a known problem.

gui and battle system were good, no real problems, although it would be better for the first fight if the timings for your own characters' attacks were filled or partially so. i initiated a fight and expected to be able to attack rather than then start preparing.


Title: Re: Beasts and Pirates (PC early build)
Post by: skullbox on December 22, 2011, 03:51:50 AM
Thanks for the feedback!

first of all, runs fine with no crashes on my laptop. seems stable, i had a couple of minor issues though. the game appeared to freeze when going between town and sewers, just while it was loading, some kind of indicator that it was running still would be great.
also the guys movement was inconsistent and every 3rd or 4th step he would shoot forward 1 tile then pause while the camera caught up with him, nothing major.

Yes I know it freezes between areas, the reason is that it loads the map from the database or generate a new map in the case of the sewers. I have a loading-screen but it shows up
after the loading is nearly complete, I don't know why, but I will fix that bug.

the art for interiors doesn't seem to be consistent, in the tavern, the angle for the tables contradict the angle for the shelves right next to it. the windows also could be pinched to be larger at the top, this would help it look more consistent.
some characters have inconsistent black outlines and some only on their apparel (slimes with sleeping caps for example). I assume this is because you're transitioning from one style to the other but just want to note that the characters with the coloured outlines look a lot nicer.

I agree completely, will finetune the graphics when I'm working on the online version. I did the graphics with black outlines first, so I guess I am improving =)

I got rewards for quests before i'd completed them too, don't know if thats a known problem.

Ah I forgot to reset the nr of kills in the database before uploading this version. Now it is fixed and the new version is uploaded. Here I have had a discussion with a friend concerning the quest system. I think it would be nice that if you walk around and kill for example blobs and then enter a town and get a quest "kill 10 blobs" then the npc will first check the database and see if you allready killed enough blobs. If you have, then you get completed quest immediatly, that way you minimize the frustration a bit. What do you think about that?

gui and battle system were good, no real problems, although it would be better for the first fight if the timings for your own characters' attacks were filled or partially so. i initiated a fight and expected to be able to attack rather than then start preparing.

Agree, will fix!

I really appreciate the feedback, feels the game gets better for every tip I get!


Title: Re: Beasts and Pirates (PC early build)
Post by: capn.lee on December 22, 2011, 02:09:43 PM
If you have, then you get completed quest immediatly, that way you minimize the frustration a bit. What do you think about that?

sounds like a good plan, that should minimize the grinding nature of quests to a degree, as long as the quest text reflects that their problems are already solved it wouldn't come across as confusing to players either.