You guys give good demo.

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Beacon80

The demo installed with no issues.

My very first thought is "This is an alpha?" I mean, the kickstarter isn't even over, but the graphics are sharp, the controls are responsive. I'm working on a side project of my own, so I appreciate the amount of effort that can go into getting even a simple point and click interface to run smoothly.

I tried out some of the various control methods, but I like the old Sierra style best. I'm probably just so used to it.

My only real suggestions come from when you tell D'arc to interact with something on the other side of the room (say, a door). First of all, he walks, even if you double-click.
More importantly, though, is that you lose all control until he does the action. I'd like to be able to click, or right-click, or something to cancel the action if D'arc is still walking. That way, if I notice something I overlooked as I'm leaving the room, I can stop and check it out.

Combat was pretty good. I spent a lot of my time running around the bush waiting for my mana to regenerate, but I suspect that might have been just poor management on my part. If I was using a character build I had customized myself, or even just had more time to get used to, it probably would be okay. I'll probably play through the combat again to get a better opinion on it.

Looking forward to this game.

SirBaronSpielberg

Quote from: Beacon80 on March 16, 2013, 12:03:48 PM
My only real suggestions come from when you tell D'arc to interact with something on the other side of the room (say, a door). First of all, he walks, even if you double-click.
More importantly, though, is that you lose all control until he does the action. I'd like to be able to click, or right-click, or something to cancel the action if D'arc is still walking. That way, if I notice something I overlooked as I'm leaving the room, I can stop and check it out.
I second this, something to cancel out an action would be very welcome.

I realized you can use ESC to basically advance to the end of the current action. Maybe it should be another key, like say SPACE and you can use ESC to cancel out the action.

GameDevChris

Having the walk be interruptable is certainly possible (we did it in our King's Quest III remake, after all) but also involves extra programming work and increases the likelihood of bugs appearing. We'll probably look into this, though, and if it's not so time-consuming that it would throw our deadline way off, we'll consider adding it. :)

One thing to note in combat with mana regeneration is that when playing the full game most players will have purchased and stocked up on potions prior to battle. This, combined with faster mana regeneration speed as you progress, should help offset the "running around" behaviour.