stuntcock42
Demon Girl Master
- Joined
- Jul 4, 2011
- Messages
- 156
- Reputation score
- 53
Re: Renfield
There's a problem with movement: the game's idea of "move forward" seems to be based on mouse cursor position. If you move the mouse cursor to the screen edge and press W, the character will strafe slighly while moving forward. If you continue to move the mouse cursor "beyond" the screen edge, the strafing motion becomes more pronounced. You can confuse the game to the extent that pressing W will cause the character to move directly backwards.
The river is probably a misfeature. Including a swim/dive/breath system in the game wouldn't really add to its core appeal, and it would definitely incur extra workload (e.g. additional animations, special monster AI and pathfinding rules). The simplest solution would be to "reskin" it as a shallow stream - the player character and NPCs can walk on top of it without any special logic (maybe with a "splashing" footfall noise) and it wouldn't disturb the player's immersion too much.
Works fine for me. Win7 x64 (although the application runs in 32-bit mode). Reasonable startup time; some brief graphical stuttering as textures are loaded; controls are responsive and movement is fluid. Memory footprint is acceptable and no leaks were observed. Collision/navmeshing is fine; I stopped moving upon running into obstacles but never found myself stuck on invisible walls (or falling through the floor).Right now I just want to confirm that the executable runs on other systems.
There's a problem with movement: the game's idea of "move forward" seems to be based on mouse cursor position. If you move the mouse cursor to the screen edge and press W, the character will strafe slighly while moving forward. If you continue to move the mouse cursor "beyond" the screen edge, the strafing motion becomes more pronounced. You can confuse the game to the extent that pressing W will cause the character to move directly backwards.
The river is probably a misfeature. Including a swim/dive/breath system in the game wouldn't really add to its core appeal, and it would definitely incur extra workload (e.g. additional animations, special monster AI and pathfinding rules). The simplest solution would be to "reskin" it as a shallow stream - the player character and NPCs can walk on top of it without any special logic (maybe with a "splashing" footfall noise) and it wouldn't disturb the player's immersion too much.