Thank you very much for the feedback guys!
amanfr01, I'm very glad you like it, because animations are very important for me. Actually most of the main character animations are temp (especially the sword slash, it looks so awkward right now). I was focusing first on making them working for the gameplay, then I'll go for polish.
Cruckz, for texel density I have a rule: 8x8 game units is 512x512 pixels. Not so high-resolution (to put it in perspective, one tile on this floor is 2x2 game units). I might be a weirdo, but I want to keep this PS2/PS3-era level of details, because I like it for some reason.
I always appreciate overpaints, outer edges definitely needed some treatment.
I'll check texture resolution on the area you marked (they are actually might be different, since they are on different sheets, so I might messed things up there). The steps area is vector and I was planning to overpaint it (to make this vector sharpness go away). The fence thingy is lacking details, since I just scratched it fast to have something. But thank you for pointing it out, since it is so easy to miss these things and forget about them.
Danton,
I'd love to see a game like this have truly distinct paths (take one and the other closes) with different challenges and gameplay styles for each. One path could be more trap and environment challenge heavy, versus another is very much about fighting enemies.
That's something I would love to do, that's for sure. Since it's too early to tell about the scope yet, I can't say how much it will be a part of the game. But having some alternative paths would be very good.
I think the overall feel would benefit from more liberal use of hitstop and screenshake, especially on the melee attacks. At the moment the magic spells / hits don't have the umph you'd like.
Hitstops are planned. I wanted to implement something like a stun system, so hitstop would be a mini-stun it that case. Didn't want to touch it until the third milestone (right now I'm at milestone #2), but since you mentioned it, decided to give it a higher priority.
About the screen shake - didn't think about it, but got the same suggestion on Mastodon just today. Added screenshake to the task list. Thanks you!
I like what you've done with enemy death, it be great to see interesting intros for enemies as well. Jumping into the scene, smashing the ground, charging at the player, etc.
Would be really nice! No promises right now, but I'll definitely think about it.
So, the update. ^_^
- Started working on BGM. Here's the demo track. Some things I like here, some - don't. Will try to fix with other demos.
https://soundcloud.com/saidrona/totm-demo-1- Added local rendering ambiance. So some areas can have different lighting, fog color, etc. Here's a demo:
https://curate.mastodon.art/gallery/media_attachments/files/000/400/925/original/dbae8e2d67d86c0e.mp4- Tried multiple camera smoothing methods. Didn't like them, but you can check the results here:
https://curate.mastodon.art/gallery/media_attachments/files/000/400/889/original/4b5e774587d4843f.mp4https://curate.mastodon.art/gallery/media_attachments/files/000/400/916/original/85d693c92bb978bf.mp4But I left the field in conf file to turn it on.
- Rewrote rotation method (it's smoother now)
- Blood after death stays on the ground for a longer time now (that was actually a bug!)
- Added dynamic camera scale (depends on movement speed, can be disabled in config, most likely will add field in settings)
- Improved feedback when multiple enemies get hit by Frost Bolt explosion