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First Windows .exe build
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[quote][b]Hales[/b] wrote: Here are a few things I noticed in my first few minutes. Apologies if I'm blatantly blind to many things because I have not spent enough time on your game. I need to get to bed, so I'll play some more tomorrow :) Also: please don't take anything I say personally. It's about your game, not about you. -- Performance and ergonomics -- First up, installer and game runs beautifully under wine. Amazing framerate, amazing download size. Input latency feels low. My first thoughts were 'can I change the FOV and mouse sensitivity'? Indeed I can! Full workable menu system and UI. The very close fog wall is probably due to the needs of the browser version. This leads onto my next heading: -- Gameplay that's there -- It's extremely easy to get lost, which leads me to play a lot of the game through the minimap instead. I'm the type of person that turns minimaps off in games where I can because otherwise I just spend my time playing the game on them. I'm basically doing that here: the 3D part of the game is actually quite useless, except where it forces itself to be needed (eg aiming at a tree or looting items). Looting and other actions are tedious. Having to repeatedly click to do things like remove items or cut a tree is fine for a short period, but it is not fun nor ergonomic. If you want to see how to do this very badly then have a go at playing 'Stranded 2' (free, old windows game) and get to the point of trying to build a building. It's otherwise a great game (and it immediately has some similarities to what you are making) so it might be an interesting gameplay pilgramige to try. I completely hate 'nagging depletion bar' gaming. The process of waiting for them to drop and then filling them item by item does not seem fun to me. The only argument I can see for it is that it allows you to use the adjective 'survival' when describing your game. Literally just that. Many games have used or do use this idea, so there's no originality in it. I don't think I've ever enjoyed them in any game except for the ones that have the bars deplete *very* slowly. Even then, I think it detracts from gameplay opportunities rather than adding to them. Some background on this: nagging depletion bars force you to play a game a certain way. They reduce your options, rather than introducing opportunities for interesting gameplay interactions. You can't just go "today I'm going to try and enjoy this game a different way by doing something else" such as exploring a bit or jumping around looking for secrets; or anything else you can come up with. You're immediately shoved into the shoes of "I'm starving, get food to delay my death". It's difficult even to discover something new by accident, because you will ignore anything new or interesting in the guise of desperately trying to handle your resources constantly, without relief. An arbitrary things you could do to change this: only have the hunger + water bars deplete for a very short run of a few days during eg the middle of winter. At all other times only have the tiredness bar. As arbitrary and unrealistic as it sounds, it would give a lot more depth to the gameplay because it gives players options as to how they play, and still gives them the challenge of survival during a fixed and regular (but sparsely spaced) time period. Full darkness is absolutely amazing. I can't wait to see where burning individual matches in the dark will take me. -- Gameplay that's not there -- Any sort of interaction between different game mechanics. There are not many game mechanics yet, so this is hard. I'd love to see a lot of gameplay/options/risks changing depending on your season, time of day and other world events with their own timespans. That could lead to interesting interactions, but at the end of the day it's always much more complicated and nuanced than that to make a fun game. Take my ideas with a grain of salt. -- Bugs -- Minimap: you can't see your player's white dot/arrow when you are standing under a white town/home name. UI: hitting ESC whilst looting something closes the window, but does not return mouse-aiming control back to you. Tree popin at the edge of the fog. Just a note: diagonal movement speed is 1.4x greater than straight movement speed. -- Visuals -- What sort of world is this? Single phase with a nuetral going around for every house? How thick are those wires? http://i.imgur.com/B0Ef5xp.jpg Electricity must have been hella expensive to offset those infrastructure costs. By my calculations each stretch of those cables (assuming ~5cmx5cm copper) weighs more than 200Kg. I guess this kind of explains why no-one had it connected to their house. They would have also had to make the main telegraph poles *extremely* strong to hold the wires up, which would explain why they have survived into the apocalypse. Seriously however: I like the art style. You are not in the uncanny valley of trying to be realistic (but failing miserably and ageing within a year anyway) so you get all the points I can possibly allocate here. I can suspend belief better with interesting graphics than I can with anything else. ie I can feel better immersed. On that note, I'd say fog + tree pop-in are the largest things affecting my immersion at the moment. Thankyou for the release! There's working on a game, and then there's sharing a game.[/quote]
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