lowresjam2020's People
lowresjam2020's Issues
overworld enemies not spawning
after walking to the second island, I see barely any enemies walking around. I think i saw one enemy on the whole island (purple gnome)
I also walked all the way to the end of island 3, and saw about 3 enemies, but all were stuck, and none attacked me. it should be impossible to get very far without being attacked.
i forget how spawning works, but perhaps we could just have X amount of enemies always active, and despawn when you go too far, so that there's always X enemies within say 128 pixels of you.
I also did not see any bosses.
the game also starts lagging after a while, which is assumed to be related to enemy spawns, so this would probably fix that too.
battle animations are too slow
aside from the mechanics which make battles last too many turns, they are also slow to get through because of the ui.
Here is my recommendation:
- when choosing an attack, rather than fading in the results, they should pop up immediately, probably after ~400ms each, and the resulting attack animation should be played ~400ms after that
Loading your save data while in the guild will cause the player to vanish
#124 may be related
sprites flicker when enemy is trapped
too many character choices
Right now it shows every character you can choose from in a big scrolling menu. It should instead choose a small selection of characters for you to choose from. It should take into consideration your guild level and their rarity.
Heroes should also no longer show up once you've died as them.
Saving and or loading is not functional
The game does not load previous saves, which means the game has to be beaten in one sitting, which is not meant to be how it's played, therefore this is a game breaking bug, and should be fixed asap.
Current behavior:
Clicking save seems to create a save file.
Desktop: Save to C:/Users/Sisters of Satan/AppData/Roaming/Godot/app_userdata/Heroes' Guild/heroes_guild.save
Web: Save to /userfs/heroes_guild.save
(saves in indexeddb
> /userfs
> / FILE_DATA
> /userfs/heroes_guild.save
Clicking load seems to do nothing. The save file is not read, and the game state does not change.
Expected behavior:
The game should automatically load the save on startup if found, and ideally automatically save after each battle, doing anything in the guild, and maybe on a timer.
The save functionality in the menu is not really needed, except maybe to reset save, which seems to do nothing at the moment.
(unless you want to make autosaving toggleable, which would be fine)
data is not cleared upon death
When you die you create a new character, but start with the same coins, inventory and equips. These should be cleared upon death, so the player is encouraged to store/deposit their earned items and money.
Perhaps don't implement this until we have a "return to guild" button in the menu, otherwise going back to the guild to deposit things is really annoying.
Also probably don't do until #124 is fixed, otherwise the game is too hard because you have to keep starting over.
Player sprite wobbles all over the place when not at position (0, 0) and not moving
The camera's position oscillates so it's a camera issue
Invisible wall on starter beach
post-battle screen goes away too quickly
it's pretty hard to see what you've won after a battle as the screen goes away in a second or two. Ideally it would wait for a button press before closing.
would be nice if you could hover over the items too.
Loading save data will result in the player's character being reset as well
May be related to #124
ugly cloud blending effect
This isn't that important, but would be nicer if improved.
Right now the clouds (and birds, etc) are black shapes at a low opacity, which get indexed to the palette by the shader. There is a few issues with this technique:
- shadows from multiple clouds can overlap and become darker (which is not how shadows work)
- in addition to the colors being darkened by the black shadows, they are also naturally desaturated, so when the shader chooses which color to index it to, it usually chooses a desaturated color that doesn't quite match. perhaps a blend mode would solve this. (you can see this in the example above, the grass should be one of the darker greens in the shadows, but instead it turns grey).
enemies get trapped / stuck and can't move
this has been a bug for a while, just documenting it. it unfortunately happens more often than not.
the enemy gets stuck on a tile and cannot move, usually with a flickering sprite as described in issue #127
fix however you want, but perhaps the enemies could just check if they haven't moved in a while, and if so jump to the nearest open tile?
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