Aragami

Aragami

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zippydsmlee Apr 27, 2019 @ 11:38am
Checkpoints need to be better defined
Its really screwing with my OCD in the mausoleum the 2nd or 3rd checkpoint should be PAST the bars where the first shrine is not before it leaving 2-4 guards alive becuse I have yet to clear out the aera but the checkpoint is so loosely in that aera that you can hit it without finishing up that aera....also quick save(out of combat and away from guards) would be nice...you know...user choice and all that :P
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zippydsmlee Apr 28, 2019 @ 12:40pm 
Originally posted by Howl:
Hey, rearranging checkpoints or adding in a quick save feature will not be coming to Aragami but it may be considered for future projects.

Thanks for the feedback!

Its all good I understand how hellish programing can be, and there’s only so much going back and fixing things you can do since it can create new problems sometimes and for quick save you need a very good engine for saving on the fly(the stories I can tell you of thousands of hours in gamebyro games), with all the current quirks of Aragami I am surprised it runs as well as it does, I do love quick save it helps me with my OCD but the checkpoint setup is good enough, they are frequent enough it’s just that one checkpoint has managed to annoy me since I had to restart the chapter a couple times each play through(playing on max difficulty).

Otherwise most of the checkpoint locations are good, they are located in small safe zones in between guarded areas.

About the only other thing I could reasonably complain about is the light wall bug in chapter 5 that blocks you from going outside the cave before the big red mon/gate in the lake it pops back up with no way to disable it, that and random bugs of dead guard’s popping back up after I reloaded a checkpoint, but that’s more rare bug. Bugs are kinda part and parcel to the experience they can be game ended but most are not its really on the engine designer’s if bugs are easy to deal with or not, unity has a lot of issues unreal engine can be better but has other issues a small dev is going to hit a wall with either sometimes about all you can do is make do as you move forward and make better plans come the next project tho looking at the golden days of unreal and DOOM once the players have access to some source code they can make some great optimizations but being able to do that without losing control over distribution can be tricky thus more cost and headache, that said if you have the rights to distribute some source code then you could TOS/EULA/ GNU that any code created for the game may be used for future updates/games/features, there should be enough legal wiggle room to do that for most publicly disturbed end user source code optimization’s ,ect.

I don’t mean to ramble on for ages but I do try and think on how to best use end users to refine game optimization’s and features it’s something lost in triple AAA land but most indie devs are kind busy keeping their heads afloat with normal aspects of a project, still users are happy to beta test and play with and optimize code if they are given some tools to do it with.

Oh and while I am rambling this is a small nitpick I suppose but I noticed it with Deadcells as well, but Deadcells and Aragami could use more music BGM variety, I know that’s added cost and all but I would take lower quality synth style music if it had more tracks than 3-5 high level orchestrated tracks, but that’s more a personal nitpick, I also hate event music IE music that plays while fighting normal npcs and what not, BGM should be static to the type of location or aera/zone, event music for bosses or boss class thing’s is fine, Fallout 3,NV,4 kind of annoy me but I change the music to the radios which helps. Elder scrolls wise it gets to the point I turn music off sometimes...


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