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10
I have played every battlefield
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Draxonfly
1
long sticks -> spear
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Nordil(Hun)
100
2
Why are you still playing this game?
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meh
69
LBTF2 Sixes & Highlander Grand Finals on LegãoTV
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b1don488
1
Anyone wanna play calamity?
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yetisir1978
4
It’s not really playable .
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HKB
Na forum „Forum Francophone
1
Installing mods for the video game "Crash Time - Undercover" via the Steam intermediary platform.
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Limace
12
Game Broke and Turned Into a Horror game
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Chief McSchnitzel
1
Feedback
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Eragone
Thank you very much for your time, I really appreciate you giving me this feedback.

1. Very good point, I’ll be able to adjust it so that the play area is a bit larger and gameplay elements, like events, won’t appear behind the HUD.

2. Indeed, when zooming out you can see the pattern repeat. I’ll see what I can do; honestly, I struggle a bit with the texture, but I’ll try to fix it.

3. I take note about the flowers; I’ll try to improve their appearance along with the grass texture.

4. For mouse wheel panning, it’s more aimed at players who can only use one hand. I planned for WASD to be used for movement. Using left click would make actions like chopping wood less comfortable because it would move the camera with the click impulse.

5. Berry bushes aren’t supposed to look the same once empty; small berries are no longer visible when the bush is depleted. If you still see berries on an empty bush, that’s a bug I don’t know the cause of.

6. It’s indeed interesting to have visual feedback for resource gain; I’ll probably add floating text above the resource showing the amount gained.

7. Experience might be visually messy because everything constantly generates XP. It’s better to rely on the XP bar’s progress as visual feedback.

8. I’m not sure I understand this point; which resource bar are you talking about? The life bar of elements like trees? If so, once the life bar is empty, it gives you resources, then empties the element a bit more and regenerates the life bar so you can recycle it.

9. I suppose you’re also talking about the life bar of elements like trees. If so, it’s intentional; players can adjust the visibility of bars via zoom, which is very practical in multiplayer to avoid too many life bars cluttering the screen. They remain discreet but not invisible.

10. It’s not planned for building windows to close when you open another window; the goal is to manage multiple buildings simultaneously. Also, in multiplayer, it’s very practical to see what others are doing in their building windows.

11. The window you’re referring to is the management menu unlocked at level 150 in the constellation; it allows you to manage villagers in bulk at different workstations.

12. Indeed, it’s a technical issue with the engine I use; I’m waiting for a module update to implement it.

13. In most games, the craft/build menu doesn’t automatically close when you build something; it’s actually convenient to allow building multiple structures quickly.

14. Yes, we can click through game windows; I’ll try to fix that!

15. You can see a villager’s task through their skin: no skin = no job, straw hat = farmer, etc.

16. The purpose of stone is to harvest veins on the map before needing to use mining buildings to generate stone. The mining profession is useful to gather stone directly via the mine (through a constellation upgrade) or via a village reset. Stone residues are used for random game events.

17. I see what you mean. I could make villagers wait 1–2 seconds before starting work. I thought it was better they didn’t waste time, but I understand it’s inconvenient to catch them, so I can find a compromise.

18. That’s already the case; these are separate tasks. If you assign a villager to chop wood, they will only chop wood and nothing else—except when no trees are available, then they’ll gather some berries and stone. This is basically the “unemployed” global job. You can also forbid mining or berry gathering via a constellation upgrade.

19. The problem comes from holding a click on a villager, which removes their current job even if the click is quick. I don’t have a solution for that yet.

20. Indeed, I could eventually add a menu on the mine to see how many villagers are assigned to each mine. Otherwise, the management menu shows the total available spots in your mines.

21. You can! Via their skin—the forester skin exists. They aren’t assigned to a specific spot; they optimize their path by collecting saplings at the nearest forest camp.

22. Indeed, 1 field = 1 villager. But if you try to assign a villager to an occupied field, they will automatically take another one, so it’s not a big issue. Also, in the management menu, you can see the number of spots for farmers versus how many are currently occupied.

Thanks again for your feedback. Of course, I can’t implement everything in one day, but I’ll start working on it, and in the coming days the major points should already be corrected. Some points are still open for discussion, especially when it comes to game mechanics; I prefer to get multiple consistent opinions. So don’t be frustrated if some points you mentioned aren’t changed.

By the way, I mostly rely on Discord polls, especially with a community of over 100 active players.

Nevertheless, you pointed out many things I need to do because they’re obvious improvements. Thank you again for your time, and I hope you’ll give the game a second chance when you see the next updates.
12
2
Took Robot Curie along to find Kellogg..
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Liquid Inc
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