Re: [Wip]Rigale V0.14 (Steam and DropBox)
Posted: Thu Nov 05, 2015 9:53 pm
Thanks a lot for taking time to test, and the detailed feedback. Some nice stuff I can work on improving:
Per tile checks seemed problematic at first;
Movement checks are mostly scouting and athletics related. The most often ones when you move are scouting checks, that are done when you cross some terrain features, to check if you can get stuck in it, or more exhausted. I could reduce the amount of feedback indeed and just show when the player is stuck, and why. I added all the feedback so that the player can have a glimpse of what is going on under the hood. Your skills should improve, btw
Again, thanks for feedback, very usefull
I didn't think they would show. On TODO list.*When I launched, there was lots of console spam about missing gate nodes
Per tile checks seemed problematic at first;
Movement checks are mostly scouting and athletics related. The most often ones when you move are scouting checks, that are done when you cross some terrain features, to check if you can get stuck in it, or more exhausted. I could reduce the amount of feedback indeed and just show when the player is stuck, and why. I added all the feedback so that the player can have a glimpse of what is going on under the hood. Your skills should improve, btw
Sounds like a great idea.Success flagged a timer/boolean that allowed successful movement for the next ten seconds (or more), before another check can be triggered?
This identified issue happens when you fight a monster that is stacked with an object. The blow hits the object, not the monster, as the blows don't damage tiles. You can solve this issue by using tile damaging spells, of fighting the monster when it is not on an object tile. Kind of like the trees and brushes "get in the way"...I get no impact effects from melee attacks on Zarchtons. Damage shows, but they don't react, and there is no sound effect for the hit.
Just to be sure, did it spawn anything (a cadaver...) when the zarchton was destroyed? "Hopefully" not. When you kill a creature, zarchton comprised (they are the saskatwans, a neutral, easy to befriend tribe that could help you, btw, try to not kill them too much ), some cadaver is spawned that you can click on, and check skill to gather loot. However, when you interact with zarchtons (launch the dialogue), whether you fail or not, the zarchton will "vanish into the woods", that is, disappear, so that you cannot interact immediatly with it again. Quite crude way to get rid of the creature (and prevent multiple interaction), I admit. I will probably change this to make it less rash in the future. However, I fighting zarchton shuold not allow you to pickpocket him ^^. As there is no "inCombat" check I am aware of, i will check, like some other feature, if the zarchton has reduced HP, or is "hostile", to check if talking with it is allowed.Attempting to pickpocket a Zarchton (during combat) ~failed, but resulted in killing the Zarchton instantly (destroy).
Again, thanks for feedback, very usefull