@Tukimitzu Thank you for your suggestion! I've looked over your algorithm and it seems like a good idea - unless you have a level with a collidable grid that can change. What about Cendric jumps off a block that gets destroyed shortly after? The follower npc can't reconstruct the jump then. We were in need of an AI algorithm that is able to handle a changing environment.
@eXpl0it3r Wow, another list of very useful and detailed feedback! Thank you so much.
- The help dialogs for opening the journal or the inventory don't disappear fast enough, so for a little while you get the dialog overlaying the journal/inventory window or the other way around.
- There's only a hint to use F to chop things, but not hint, that you can also use the left mouse button.
- While I like the font, the small "g" does look a lot like the small "s", which can make the text harder to read.
- When you click on the Waypoint it mentions that you can teleport back to it whenever you want, but it doesn't explain how you can teleport.
- After you've received your first spell thingy, I think it would be important to teach people how to use the "spell dialog" and it might be even better for the first spell to give all the needed "ingredients", just so one can get familiar with the concept.
Very good points. We're already on it!
- It feels a bit odd, that when hovering with the mouse over the provided answers during a conversation there's no reaction. I'd expect that the answer is being select or that I at least get a highlight, so I know that I can select this option by clicking.
Well, we can't do a select on mouseover, because the scrolling also works over the up/down (arrow or W/S) keys. But we'll try how it looks and feels with a highlight.
- The entrances and exits in a platformer level are often not very clearly displayed. Since they are not consistent across all levels, this may be tricky for people to understand/recognize.
I agree, but that's also part of the gameplay. It also opens the possibility to have something like hidden levels - like the Pokémon games with the high grass - suddenly, you're in a level! (Choosing the wrong dialogue option can also open a level, so those level entries are not consistent at all.)
[edit] Ah, you meant the exits *inside* a platformer level. Yes, maybe we could add some up-arrow when you're standing in front of them to signalize that it is an exit? (like some Mario games, when I remember correctly). I think about something like that. Thanks.
- In the cutscene with the Elder, Cendric freezes water at the end, but it's not clear where that water came from. Maybe make the Elder offer some water to Cendric first.
Yes, the mysterious water. The cutscenes are not final yet, and when reworking them, I keep that in mind
I'm not sure how "finalized" your dialog scripts are, but I've noticed quite a few English mistakes, maybe have some native speaker (or some English "teacher") look over them at some point.
They are not yet "finalized" but we already have someone that is going to proofread them. Thank you and also
shadowmouse for your inputs, they help a lot.
A final questions: Will the character that you move around in the top-down map adapt to the look of the play during platformers? For example displaying the Hawthorn or some new "armor" etc.
It was not planned in the beginning - creating those sprites is a lot of work as we're going to have at least 50 equipment items. It would also mean that we have to change the dialogue sprite when you're wearing another hat, for example. But when I find time... why not
Thank you again for testing! It really means a lot to us.