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Kallen 3d [alpha] feedback and critics

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I tried it. Seems like it has potential but it needs a lot of polish. This is the feedback i have so far:

 

1) When you shift click and attack in town you can't move afterwards.

2) Movement animation looks weird.

3) Movement could be a lot faster in town. Maybe a little bit faster in dungeons.

4) If you quickly tap on enemies then you seem to attack unrelated to your actual attack speed.

5) I managed to explore the dungeon a bit, find some chests and defeat some enemies. The game froze after defeating an enemy.

6) Could use more information what to do at start. Maybe even an arrow towards the dungeon. More information on basics like left click to move and left click on enemies to attack.

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Hello @t9s1n2 & @vstrakh thanks for your time trying out Kallen, the initial panel totally need a different color of the font, i will test all the points you told me, for the attack speed for now it's fixed, later on it will improve when the swordmanship will rise, so it will be tied to the ability and not to how fast you click the mouse, it's strange that when you release the shift the player don't move uhm..will look into it for first. More updates will follow so stay tuned ;)

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Posted (edited)

Glad to see you're making progress. Keep up the good work! I was thinking that maybe the player could run in town and walk in dungeon. The player would be more cautious in dungeon, so they'd walk there and more carefree in town, so they could run there. It would look a lot better as well. I thought i'd also clarify about the movement animation, it looks too short and jumpy. I think the UI could also use a bit more polish. The experience bar looks kinda out of place, maybe it could be to the side of text box? Also most RPGs have orbs for health and mana, maybe you could have something like that too? They really don't look that good on top of your character. Maybe add an outline around your text? Can't wait to try the game again after these things are changed.

Edited by t9s1n2

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The player can run if i hold down the ctrl key when clicking around. I haven't used orbs because the game at start was built to be multiplayer. I have switched to single player for the first release and it's development will be multiplayer, it will have 2 more bars for food and water too because it will be a real rpg and not an hack and slash like diablo. That's why you can butcher the deer and get raw meat, later with cooking skills you can have rations to consume. But first i want to work around all objects and dungeon furnitures and funtains. With a rug you will be able to sleep in dungeon..be carful to have enough rations to eat and water to drink...and be carful about random encounters....monsters can find you when you are asleep ;)

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Posted (edited)

That sounds cool! Will it be a MMO? I guess it will have tiredness stat as well? It should probably have crafting as well. You could make everything you need for survival (equipment, sleeping bags, health potions, etc). It would be cool if you can also gain levels in all of those things. Kinda feels like Runescape or Don't Starve combined with Diablo now. It might be a good idea to focus more on survival elements instead of combat in this case, not many games do that, so this way the game will be more fresh and good in it's own way. Having an in-depth survival system should give the player enough to focus on as long as there is a little bit of decent combat. Can't wait to see where this is heading. There could be night terrors too that have a chance to visit you while sleeping as well. Maybe the game could even have sanity. You could encounter things in the dungeon that lower your sanity, maybe you have to get out of the dungeon to restore it or can use sanity potions. The lower your sanity is the more you get attacked by night terrors as well. You should definitely add that you can run to introduction menu as well.

Edited by t9s1n2

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Some more feedback:

1. It is difficult to target enemies. It seems like the player model is in the way. Maybe it should be possible to target enemies through the player? It seems like the player sometimes moves instead of attacking.

2. Can't do anything after you've died. Maybe it should be possible to revive in town or restart the game?

3. Dungeon should either have different music or no music at all. Town's music just doesn't fit dungeon.

4. I fought against skeleton archers and they seemed to take damage for no reason.

5. It shouldn't be possible to see dungeon pieces far away from player. https://s30.postimg.org/dxvhlo71b/Untitled1.png

6. There was a huge wall blocking my way and i couldn't go anywhere else. https://s30.postimg.org/fbn4gz6ap/Untitled.png

7. A quick way to return to town would be nice. Town portal scrolls? Player could start with some of those.

8. It's really easy to die at start. Maybe the player should start with some potions?

9. Undefined next to how much something costs in temple shop.

10. Bow sometimes shoots multiple arrows in a row. Maybe bow should be more accurate at start?

11. Floating trees at the edge of the town map. Player also doesn't correctly touch the ground at some parts in town map.

12. Sometimes dungeon has invisible walls.

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Hello again and thanks for this feedback, some point i can reply

1.Yes player is in the way expecially with goblins that are smaller, have to find a way for raycast to go through the player, for now if u keep the shift pressed the player stay still and u can attack the target

2.Yes i will do that in the next update

3.Totally agree i will turn it off for now in dungeons

4. I thought i solved that, will check that again

5.Yes that are the tiles, will turn that off

6. OOOps i forgot to tag the wall i built at the side of the lake to plant trees :P

7. Yes that will be added but not so soon i guess

8. You find a potion in village near the rangers guild, if you solve a quest you can buy a armor or potions as you prefer....will do a quick items bar where player can place potions or scrolls (when i will make scrolls too)

9. Yes i will remove it

10 i thought i corrected that...worked a lot on arrows and bows...sigh will check again

11 Will check the trees..for player i guess it's unavoidable for now...irregular terrain cause sometime that the collision box touch with a vertex so the model float a bit,

12.Uhu...will take a stroll in dungeon and try to understand what cause that...never noticed before.

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Deployed version 0.0.17, now is possible to restart in town after death (cost 200 crowns and need some test), Added small shield model. Music now change when enter the dungeon, fixed enemy quest invulnerabilty. Edit: just fixed a bug when sell items to shop.

Edited by Ayrin Greenflag

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Something is broken with movement.

Clicking somewhere far, hero does some twitching moves, like broken walk animation, and after few seconds stops completely without reaching destination.

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Version 0.0.19 deployed

Added locked doors, key, hunger and thirst bars now works, but you don't receive damages if they drop to zero yet. Waterskin and more food added too. Not yet implemented the search function will be done lately. When you approach a closed door or a fountain an icon to drink or open the door will be displayed. Comments are welcome.

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4) If you quickly tap on enemies then you seem to attack unrelated to your actual attack speed.

Yesterday i noticed what this means when i made try it to a friend...seems there is a hole somewhere and not works as it should....never noticed before :(

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Version 0.0.23 deployed. Easter realease. Prepared for multilevel dungeon but not activated yet. Switched to new rpg system, balance to test. Equipment change based on character choice, warrior has different weapons abilities every time you click on it. Wizard and Cleric still not working. Lot of work is needed on textures and weapons models for next releases. Waiting comments.

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