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ItsyRealm 2.2.5 |
Erin Maus
Member #7,537
July 2006
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Please someone play it. Hey all, I released ItsyRealm Looking for feedback. Most importantly: 1. Did you get stuck anywhere? {"name":"612284","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/0\/b03afc3626ced13b43d0d3cd939c2638.png","w":1920,"h":1080,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/0\/b03afc3626ced13b43d0d3cd939c2638"} {"name":"612285","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/e\/0e0338ec6163f497dea7750e9cf662ff.png","w":1920,"h":1080,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/e\/0e0338ec6163f497dea7750e9cf662ff"} {"name":"612286","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/9\/39ea47f2a71666d4f4f2ea311a7dac01.png","w":1920,"h":1080,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/9\/39ea47f2a71666d4f4f2ea311a7dac01"} {"name":"612287","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/1\/61fd7a46acb10ce015b59c034fd44ebc.png","w":1920,"h":1080,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/1\/61fd7a46acb10ce015b59c034fd44ebc"} Thanks! --- |
RmBeer2
Member #16,660
April 2017
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it's look amazing! although I only use linux and without any emulator. I already knew him before the game, but I see that you are constantly updating him. 🌈🌈🌈 🌟 BlackRook WebSite (Only valid from my installer) 🌟 C/C++ 🌟 GNU/Linux 🌟 IceCream/Cornet 🌟 🌈🌈🌈 Rm Beer for Emperor 2021! Rm Beer for Ruinous Slave Drained 2022! Rm Beer for Traveler From The Future Warning Not To Enter In 2023! Rm Beer are building a travel machine for Go Back from 2023! Rm Beer in an apocalyptic world burning hordes of Zombies in 2024! |
relpatseht
Member #5,034
September 2004
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Fantastic work. I loved the art style and it seems to have reasonable depth. I felt like everything was well explained, but a more "show" approach instead of "tell" would have been preferred. I'm not sure why the attack hotbar isn't mapped to the keyboard. In real time combat, it's annoying to have to move the mouse up to the top of the screen constantly. A smarter camera would be nice. Sometimes the foreground gets in the way. Being able to control the camera is nice, but when I'm just moving around, I'd like it to be smarter. I really want to be able to walk with the keyboard. The pacing of the game is slow enough that click to move doesn't feel as nice.
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Erin Maus
Member #7,537
July 2006
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relpatseht said: Fantastic work. I loved the art style and it seems to have reasonable depth. Thank you so much! Quote: I felt like everything was well explained, but a more "show" approach instead of "tell" would have been preferred. Thank you, I also agree. I've been doing user interviews on this in real-life to try and figure out how without compromising on usability. Quote: I'm not sure why the attack hotbar isn't mapped to the keyboard. In real time combat, it's annoying to have to move the mouse up to the top of the screen constantly. This is a high priority. I'm going to allow binding a custom key to the slot, and default the first 10 slots 1, 2, 3, ..., 0. Quote: A smarter camera would be nice. Sometimes the foreground gets in the way. Being able to control the camera is nice, but when I'm just moving around, I'd like it to be smarter. I agree, the camera is really rudimentary at the moment. I plan on doing a 'shadow' for actors and items to help with obstructions for now Quote: I really want to be able to walk with the keyboard. The pacing of the game is slow enough that click to move doesn't feel as nice. If the player moved a lot faster, would this alleviate the problem? I've gotten a lot of feedback about moving with keyboard so I plan on trialing a few ideas (faster player movement & keyboard controls, mostly, haha). ... What do you think of the new craft window? {"name":"612302","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/c\/bc287d2217a0a13e6917280f1db91ef8.png","w":1282,"h":752,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/c\/bc287d2217a0a13e6917280f1db91ef8"} It shows all possible actions that can be performed, disabling actions that cannot. Plus they're broken into categories and sorted more sensibly now (by 'complexity' based on level requirements and a few other attributes). --- |
SiegeLord
Member #7,827
October 2006
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Finally got a chance to try this. I went through the tutorial, got killed by a nymph in the forest. When I was fighting the nymph, I couldn't figure out how to disengage combat, so I couldn't run away. Then I killed the giant squid after 3 tries, and was happy to be able to sell the spare cannonballs. It was hard to see where the leaks were, and rotating the camera didn't help much. Now I got into the mines, and found a small exploit: if your inventory is full, and you start crafting, you'll get free experience without using up your flakes. I wouldn't say I was having fun, but it was intriguing. I thought the crafting was nice. I thought the text descriptions and dialog were moderately funny. The combat was kind of anemic, or at least I didn't really appreciate its depth: I just clicked on cows/chickens/skeletons and waited for the progress bar to stop. I feel like it'd be funner if you had something to do while in combat, like dodging attacks, or something along those lines. It feels like a MMO without any of the itemization that is customary in the genre. I liked the character customization. It's probably too early to polish things, but a few things that irked me: it was too easy to skip character customization, the 'Confirm' button should be a 'Next'. The tutorial has the 'Next' button that just loops through the screens endlessly, it should change to 'Done' or something. The tutorial on the ship has this exciting music while nothing's happening because you're doing a tutorial, it got really grating: I think the music should reflect the level of action on the screen. Speaking of which, I don't understand how I went from a pirate ship, to the haunted manse and then to a tower, that was pretty jarring. I didn't fully grasp how I could carry things from the dreamworld(?) into the real world. All that said, I'm pretty impressed by the amount of content. The graphic style is great. I think it has potential. "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
Erin Maus
Member #7,537
July 2006
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SiegeLord said: Finally got a chance to try this. Thank you! Quote: I went through the tutorial, got killed by a nymph in the forest. When I was fighting the nymph, I couldn't figure out how to disengage combat, so I couldn't run away. There's a button on the combat status HUD that lets you disengage from combat: {"name":"612304","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/8\/084f3d8a2c741c815ea465131e1f5a6a.png","w":1282,"h":752,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/8\/084f3d8a2c741c815ea465131e1f5a6a"} I don't explain that anywhere, not sure how to. Will take some thinking. Quote: The combat was kind of anemic, or at least I didn't really appreciate its depth Trash mobs don't require much complexity to fight, unfortunately. Powers can be used to help speed up combat (for example, starting with backstab if you're using melee is a solid strat). The guardians of the Ancient Driftwood, Rat King, New-Born Cthulhuian Parasites, and secret final boss fight all require strategy otherwise you're gonna die or use too much food. Quote: It's probably too early to polish things, but a few things that irked me: it was too easy to skip character customization, the 'Confirm' button should be a 'Next'. I agree. I'll change that to a "Next" button. Quote: The tutorial has the 'Next' button that just loops through the screens endlessly, it should change to 'Done' or something. I'm not sure I follow; can you explain a bit more? Is it the dialogue with Hans or something else? Quote: The tutorial on the ship has this exciting music while nothing's happening because you're doing a tutorial, it got really grating: I think the music should reflect the level of action on the screen. I'll have the exciting music start when the dialogue begins; would that be better? Quote: Speaking of which, I don't understand how I went from a pirate ship, to the haunted manse and then to a tower, that was pretty jarring. I didn't fully grasp how I could carry things from the dreamworld(?) into the real world. Spoilers for NYI mid-game content: The dream takes place in Azathoth, a shadowy, dreamy alternate reality of the Realm. The Old Ones (gods like Yendor and Prisium) and their champions (like Cthulhu) have reality warping powers, including splitting timelines. When a timeline is split, your body is sleeping in the Realm and your alternate self is in Azathoth. When you manage to wake up (no small feat--there is only one other person who managed this, Rin the Heathen), the timelines correct themselves by converging. This is why you keep the stuff from Azathoth.
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GullRaDriel
Member #3,861
September 2003
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Wonderful ! "Code is like shit - it only smells if it is not yours" |
Mark Oates
Member #1,146
March 2001
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Oh hey I can actually play this now that I have a Windows machine! I'll play it when I get home from work today. Does it have a joystick interface? Is it just mouse/keyboard? Can I plug it in and play it on my TV while lounging on my couch? -- |
SiegeLord
Member #7,827
October 2006
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Mark Oates said: Oh hey I can actually play this now that I have a Windows machine! Oh yeah, this was an interesting point. This game is written in C# or something, so presumably you could get it to run via mono, but I was not successful. Aaron Bolyard said: I'll have the exciting music start when the dialogue begins; would that be better? I think so. Quote: I don't explain that anywhere, not sure how to. Will take some thinking. Some games will do a callout for a feature if they think you need it. E.g. if your health is too low, you could point this out. Also, I realized I didn't talk about the tutorial. I think I liked it! I got lost a few times, asked the butler and it all worked out! The only time I got confused was why my fish turned out burned... eventually it occurred to me to try to get another one, but I was a tad confused about what I did wrong. "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
Erin Maus
Member #7,537
July 2006
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SiegeLord said: Oh yeah, this was an interesting point. This game is written in C# or something, so presumably you could get it to run via mono, but I was not successful. The launcher is written in C#, which then downloads the game for the platform the launcher was built to target. The only launcher is Win64, so the only package is Win64 :p. The game uses a custom fork of LOVE (cross platform C++/Lua game framework/engine) with additional native libs (BMASHINA for behavior trees/AI, Discworld for the GameDB, nbunny that offloads some computations for optimizations, and an analytics lib I developed called Phantom). All those libs are super portable, I just need to set up a Linux build environment, which is a TODO. I plan to port to FreeBSD, Linux, and Win32 when I add the game to Steam. So that's 6 months away at a minimum. Quote: Also, I realized I didn't talk about the tutorial. I think I liked it! I got lost a few times, asked the butler and it all worked out! The only time I got confused was why my fish turned out burned... eventually it occurred to me to try to get another one, but I was a tad confused about what I did wrong. Thank you, I'll update the dialogue for Elizabeth to say "Why don't you try again?". I think that should clarify things. Quote: Some games will do a callout for a feature if they think you need it. E.g. if your health is too low, you could point this out. Good idea! I'll have a UI hint pop up when you drop to half health for the first time. Mark Oates said: Does it have a joystick interface? Is it just mouse/keyboard? Can I plug it in and play it on my TV while lounging on my couch? Not yet. Currently, yes. Probably not*. *: You can add a settings.cfg to %APPDATA%/ItsyRealm that follows this format: { width = 1920, height = 1080, fullscreen = true } but the UI will probably be too small if you're above 1080p. Interface scaling and a settings screen is a TODO. --- |
Mark Oates
Member #1,146
March 2001
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K, I got to play a little bit on my laptop yesterday. I wrote a lot of notes and didn't get very far, but it's enough to write at least an initial impression post. This is mostly going to be a notes dump: ## Install
## First Open
## UI
## Story
There was some other stuff, but that's enough for now I have to run. I'll go back tonight and will try the fullscreen and a wifi mouse/keyboard with a middle mouse button I think it really has a lot of potential, like SiegeLord said. I really liked the buddy that follows you around, and was super thrilled when I found the chest and could finally put 2 and 2 together to start mining some materials. -- |
Erin Maus
Member #7,537
July 2006
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Thank you for the feedback! Mark Oates said: I was confused by the initial title screen music. The color palette of the graphics communicates a playful upbeat game, but the music seems like Witcher or a dark RPG and I wasn't sure quite what to feel aesthetically. I'm going to contract out music. Right now I'm using royalty free stuff. The title screen's music is the Isabelle Island area music which is slightly somber. Quote: Level loading / room changing was very disorienting and was laggy. An optimization on that with a transition effect (fade out/fade in or whatever) would be helpful on that. Yeah I'm planning something for that. Not sure how to handle it nicely at this moment because the game is meant to be networked EVENTUALLY... I can't have the client notify the server it's done loading (people would cheat), but the level loading isn't very pretty at the moment. --- |
Edgar Reynaldo
Major Reynaldo
May 2007
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To be honest, I stopped following this after I asked for better navigation controls and was mostly ignored. My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
Erin Maus
Member #7,537
July 2006
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You weren't ignored. I'm a single developer making a game in the scope of F2P RuneScape era 2004, it's a point-and-click RPG and the input mechanism was a core decision early on in the development cycle. Changing it two years later would literally affect every NPC in the game as well as the player. It's a big lift for one person. --- |
MikiZX
Member #17,092
June 2019
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I did try your game as well though not much I can help as I did not manage to get 'into it'. Possibly just because it is not a type of game that I can enjoy (I don't recall ever playing a click to move, crafting things, text-to-read RPG) or possibly because of other things (like maybe visual clarity, lack of keyboard controls). Also, what Mark mentions about a single file to download, install and run would be a big plus in my mind. I don't know how much the statistics you collect are helping you in your game design? |
Edgar Reynaldo
Major Reynaldo
May 2007
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Aaron Bolyard said:
You weren't ignored. I'm a single developer making a game in the scope of F2P RuneScape era 2004, it's a point-and-click RPG and the input mechanism was a core decision early on in the development cycle. Changing it two years later would literally affect every NPC in the game as well as the player. It's a big lift for one person. I assume you have enough sense to modularize your code. Given that, it should be a simple change to add in an 8BPS pathfinding check. Not hard. For key based movement, you could cast a ray in the direction of movement. All I sense here is "I don't want it, so no." My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
Erin Maus
Member #7,537
July 2006
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here's the code if it's so easy do it yourself my game is open source after all! Oh, you won't, because you're just entitled. You think I should divert MY resources to solve YOUR problem as if I want YOU specifically to be a player so badly. But here's the thing, you've only been an asshole to me so I don't care. I'm not going to have you derail my thread so I'm done talking to you. --- |
Edgar Reynaldo
Major Reynaldo
May 2007
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Loll. If you knew how to code it would be an easy change. I have ZERO interest in making your game successful FOR YOU. My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
Erin Maus
Member #7,537
July 2006
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{"name":"612305","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/8\/d85a1b1f208c7b5202c6833d7fd6e16e.png","w":466,"h":633,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/8\/d85a1b1f208c7b5202c6833d7fd6e16e"} o m g tl;dr: keyboard controls in debug mode. You can disable the debug HUD by pressing F1. Other function keys do different things (disable rendering UI, etc). Also you can pickpocket Isabelle in debug mode. Wonder what that means. edit: You need debug mode because it's buggy. For example, if you try and interact with an object that doesn't have any actions the game crashes, haha. --- |
Edgar Reynaldo
Major Reynaldo
May 2007
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Aaron, I appreciate that you took the time to implement alternate controls for us. Thank you.' I will try to find time to play test for you. My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
Erin Maus
Member #7,537
July 2006
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I'm working on the Sailing skill. It lets you navigate the Five Seas. You'll need to recruit a captain and crew, buy a boat, and then you can sail around the ocean and get into all kinds of shenanigans. I have a Github project on it with the overview of things I have to do: https://github.com/aaronbolyard/itsyscape/projects/1 Here's the port I'm working on: {"name":"612318","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/9\/299e2fe4c70c2cd35d6b490f2f7e7e9c.png","w":1282,"h":752,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/9\/299e2fe4c70c2cd35d6b490f2f7e7e9c"} This will probably take a while but will be worth it, in my opinion. Sailing was a joke skill in RuneScape (never actually implemented), but it's really important to the story of my game. After all, how are you supposed to encounter Cthulhu if not by crashing your frigging boat into his head? ... OK, I got more done. Successfully load the player's boat (forgot to add a figurehead, oh well): {"name":"612320","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/4\/b420a6f7449c0f244b025710ea7fe3ee.png","w":1282,"h":752,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/4\/b420a6f7449c0f244b025710ea7fe3ee"} And here's the Rumbridge Seafarer Guild Master, Robert: {"name":"612321","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/059a08099a6202bd6b78cdb1ac2e7d1c.png","w":1282,"h":752,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/059a08099a6202bd6b78cdb1ac2e7d1c"} (You'll be able to buy a ship and ship accessories from him.) Lastly, basic things you can unlock with sailing so far: {"name":"612322","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/3\/e3b297a9b7a06acf039464470f8c3c33.png","w":665,"h":384,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/3\/e3b297a9b7a06acf039464470f8c3c33"} --- |
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