Some really good points you have there, all of those things were starting to annoy me and you pointed out the problem perfectly!
main dude holds his hands out quite awkwardly when he walks
Yea he does =) I'm using this public domain tileset for all the artwork while I develop the engine... I suspect a lot more awkward sprites while this thing takes shape.
once outdoors, the screen scrolling is a bit awkward; is there a particular reason why you don't keep the camera centred on the main dude?
I was struggling with this area quite a bit, and especially in a non-fullscreen window, edge scrolling isn't the right way to go about it. I'll try the auto-scroll camera center thing. Makes a lot more sense since we don't want to be able to infinitely explore an area either since there is no 'fog of war'. Great suggestion.
Being able to click to skip through conversation more quickly would be good
Excellent suggestion. Will come up with a mechanism for that.
the layering/mask/whatever isn't perfect; I noticed I could walk a little 'over' the end of the wall by the guard.
Yea the pathfinding tile cache isn't fully updated with the area map artwork, will generate a fresh cache once the area is sort of ready. Nice catch.
I think using 'p' for 'pick up' was a mistake. Then you have to use 'l' for pull, which means you have to use 'o' for 'look' which means you have to use something other than 'o' for open.
Will look into that, since open and look ARE far more frequent and important.
I went to the court, and ended up...back in my house! I take it that's as far as you've got so far?
Yep! Is this the right thread to post an update once I fix things, add content etc?
Thanks for the detailed look and great feedback, really appreciate it!
Cheers.