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Amazing performance. In fullscreen on my slow poke integrated GPU, runs super smooth!
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NPCs do not have any collision. I do not mind if they briefly walk through each other. But they should not stand in each other or walk like this:
- Same when in combat:
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Combat: player seems to auto-attack even after enemy is dead. So player is standing there, nobody else around, and continues to play attack animation. Moving breaks the loop.
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Slice attack did not play any animation.
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Combat feedback is not so good. I am standing there surounded by skeletons. I am hitting “1” and “2” keys. Then I am clicking the associated abilities. I am clicking on enemies. Player plays sword-swing animation. Does not seem to do anything to enemies! But I lose health. In order to kill an enemy I button-mash “1” and click like crazy right into the enemy bunch.
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Magic combat is good.
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Chat box minimizalbe/resizable? Because it is often in the way.
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This might just be me. So if anybody else could have double-checking look? But moving the player feels, idk, “clunky” might be the right term. I cannot pinpoint it exactly. Maybe it is the character speed or there is some delay? To me it feels like a drag going forward
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Related to the previous point. Am I seeing this right that you stop player movment if player collides with level geometry? Can you instead change the move direction so that player “slides” along the collider? That would greatly improve the movement flow.
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Any chance for getting alternative WASD- or click-to-move controls?
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Crash when going to the dungeon:
ServerMsg.PLAYER_TELEPORT lh_dungeon_01
Loading.ts:12 displaying loading
AssetsController.ts:230 [ASSETS] loading complete Array(0)
Loading.ts:17 hiding loading
Loading.ts:12 displaying loading
VatController.ts:70 ./models/races/vat/humanoid.json
VatController.ts:78 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'key')
at f.<anonymous> (VatController.ts:78:32)
at Generator.next (<anonymous>)
at VatController.ts:8:71
at new Promise (<anonymous>)
at s (VatController.ts:4:12)
at f.prepareVat (VatController.ts:77:16)
at f.<anonymous> (VatController.ts:62:32)
at Generator.next (<anonymous>)
at o (VatController.ts:5:58)
Overall, I disliked most the melee combat. There needs to be way better feedback what is going on.
I think a lot could be improved by proper enemy collisions (see 2nd image above). If they circle around the player, rather than phase-shfited on the same spot, I have a way better idea what is happening. Could even be a nice feature: if circled by e.g. 6 enemies, cannot move.
Also hit animations and effects. Different weapon sounds.