Whoa
Helge, thanks for such thorough personal analysis of the game, i really appreciate you spending so much time to evaluate it
- It's quite laggy from time to time. You click to move or attack and the command is executed up to one second later. That's quite annoying but i assume that it's due to my bad pings to the server (ranging from 90 to 700ms). It plays ok when pings are around 100ms, but 200 and above is noticable laggy.
Yes, the game server is on 128k line, i plan to move it to another location for the next build.
- I got stuck two times. The game was still running, but i couldn't move. One time, it seemed to be related to collision detection. I tried to walk through two tents in the Muton area above the starting point. I failed to pass them but i couldn't go back either. The other time, i somehow screwed up the inventory. The upper left box was always highlighted when entering the menu and i was able to highlight all others too by clicking into them. But i wasn't able to use the inventory itself and i couldn't move anymore after leaving it.
Yes, i get this sometimes too, have to review collision detection for the next build.
- Sometimes, my character ran right into a Muton when i was actually trying to attack him...:?
Umm. not sure. Gonna check this out. There is a hotkey 'A' assigned to 'Attack nearest enemy' - it should be most handy for situattions when it might be too difficult to click on certain enemy to attack. I also plan to add a "AI control panel" from which player could define "autopilot" behaviour such as auto atacking enemies or auto flee, party settings etc. This is a low priority task for now.
- I think that you should change the background color from black to the same light brown that the fog has.
Agreed. Done. looks much better now;)
- You can talk to NPCs and buy things as soon as they come into view. That should be limited to a smaller area around them IMHO.
Agreed. Should be corrected in the next build.
- At times where the pings were better, i enjoyed playing it. You should make it possible to store the character on the server when leaving and let the NPCs only train you when you've enough experience points. That way, it's possible to concentrate on character development as a starting point to extend the gameplay and explore the world.
Agreed. I plan to elaborate experience / skill points/levels for the next build and make the gameplay closer to desired state. I also plan to make players persistent on server in the next build (actually it was always there, but it was easier to debug/develop without persistence)
- I'm loving the forests. I'm always looking for trees in the sectors and run right to them when i found some. I usually skip sectors without any trees... :wink:
Edit: Maybe changing the sort offset on the shadows of the decorations helps to avoid the flickering between them and the plants. Something like Object3D.setSortOffset(100)...i'm not sure if it's really a good idea but it's worth a try.
Yes, game content and appearance are top priority for the next build. I plan to add several buildings, more new areas, more in-game items and new creature - to fill gaps in gameplay. I also plan to add indoor locations (military base) and make indoor locations accessible from outdoors (player comes to the bunker's door and enters bunker location).
Additionally, i plan to add quests into game and and assign one more guy to writing some quests, and probable a a tutorial that should help newbies to get accustomed with the game.
So far, the list of priorities for the next build
- add buildings
- add walls
- add interior elements
- add new tiles for indoor locations
- add some furniture
- add indoor locations
- add teleports from outdoor to indoor locations
- work some time on indoor locations - put trees / objects to make them more unique
- add quests
- add persistence for players
- .. more todos, low priority