WIP Solo project requesting feedback: 2d RPG info and link within

Web Player Demo LINK

Please post your least favorite and most favorite things about the demo, thank you for reading.

Credits:
Music by DST Deceased Superior Technician. SFX by various artists on freesound.org (full credits OTW)
Art and programming by myself and Unity :stuck_out_tongue:

Controls:
WASD Movement
Attack - LMouse
Bow - Space
Activate-E (door, talk, container)
Abilities -1-0
Open Inventory - I
Options - O

2/1/2013
-fixed player not being able to attack unless moving first
-fixed some UI issues: menus now set to work at 960x600 unity web player default
-added more equipment slots: ring, necklace, shield, legs

2/17/13
-FIXED add cohesive facial expression to all attack angle sprites
-FIXED resize pickups to fit proper scale
-FIXED add missing equipment slots to inventory system
-FIXED remove trigger from opening text, only use close button
-FIXED (changed key)remove right click bow and make it swappable for weapon attack
-FIXED keep weapon from fireing when clicking GUIs
-FIXED increased speed for chat typing sumulation
-FIXED add idle animations
-FIXED address sliding movement (changed vertical and horizonatl input ā€˜gravity’)
-FIXED add close button to all menus
-FIXED add button to open containers/NPCS/doors instead of collision
-FIXED remove all but front symmetrical profile standard type profile pictures
-FIXED fix building meshes interior (scale)
-FIXED fix building meshes exterior (scale)
-FIXED (removed) implement or remove spell list from inventory screen
-FIXED move controls to top of page
-FIXED make inventory slot squares brighter/contrast
-FIXED somthing wrong with unequiping/changing tunic
-FIXED made hp mp bar smaller
-FIXED move door teles further so colission/clipping doesnt occur
-FIXED change A D on container to ATK DEF
-FIXED add collision to beds
-FIXED resize animals to fit proper scale
-FIXED resize monsters to fit proper scale

The GUI seems totally messed up and makes the game unplayable.
You probably didnt use relative sizes/coords and made it for a higher resolution.
And i wasnt able to attack (do i need to equip a weapon first?).

There are some stand out elements with the visual style. I think if you get the game play mechanics more evolved it could be a very engaging experience.

This attack problem should be fixed now and it’s set to display correctly at 960x600 the webplayer default.

Thanks for response as well. Glad it stood out. The game is under heavy construction. Which elements stood out the most?

That’s right I think to use non-billinear filtering or trilinear filtering(whatever it’s called), and to opt for the old pixelated blocky style textures is a bold move yet gives the game a much more fluid feel suprisingly. Also, being that it play’s like ā€œ2.5Dā€ but its using 3d geometry is cool. I noticed some clipping, not sure if you intended for that to help the player be seen behind objects but I’m guessing not since it didn’t happen on a consistent basis.

I’m using 256x256 textures with point filtering and 16bit color on unlit diffuse materials to create the ā€œspritesā€. There are dynamic lights like sun and candles but they only effect certain geometry/materials. Low ambient lighting to make the sun create a shadow effect. All animations are 4x4 sprite sheets and they will be updated/improved with increase to tiles to ā€˜tween’ between the anims a bit better.

I’m familiar with that most of those except 4x4 sprite sheets. I didn’t make it to the candle lit area but one thing I forgot to mention was the glowing colorful transparent shapes a wizard was shooting at me at one point. The color lerping and layering really made them seem to glow.

Updated 2/17/13. Could I get some more feedback from you fine folks?

I ran straight at the bottom of the map, bounced off what appeared to be a boundary and flew into a black screen where i just float around.

That would be the edge of the map you found. I’ll raise up the boundary, try to stick the center of the map (m is map).