I love this concept, the cool lighting combined with the grapple mobility makes game play unique every time. The flying fire-shooting enemies are a little too tough, it might help to have an arrow or indicator telling us where those monsters are. I like how the lightning fires out of the obelisks and the cool end of mission effects. Keep up the good work.
Thanks for your support and feedback! Off-screen indicators are a great idea! I can extend our existing targeting indicator system to include indicators for all nearby hostile enemies. In the next patch cycle, we will unleash the inventory system, procedural weapons, and (eventually) new enemies. As such, you can expect a lot of balance changes, including your suggestion. Along those lines, was there anything specific about the flying enemies that make them difficult? I could adjust their AI and flight behaviors to make them easier to fight. Cheers!
Hey guys! I took a look at the demo you have here and I really think your ideas are fantastic, all these pieces could work together beautifully! However, the experience lacks a real core at this point and it makes the overall gameplay loop feel a little haphazard. With some refinement, to the combat especially, this could be awesome! Keep up the good work!
Cavernous Clusterf*ck, I love it! Thank you so much for your video review!
I didn't think about skipping the tutorial in the middle of it based on following the instructions... Which is honestly just embarrassing. The whole info dump was meant as an interim thing for the early access while I can sort things out with a tutorial level.
Combat is definitely a work in progress, obviously. I'll get to work on changing the dodge functionality, since double tapping annoys me, as well. However, target lock is in there, but requires you to press the middle mouse button with a target selected. Similarly, grappling enemies requires targeting them. From your video, I also just noticed that you don't take damage while rag-dolled... So yeah, clunky is probably an apt description.
I'll forward your comments about the sound design to Paul (he does the audio and sfx). While the sounds themselves are out of my hands, I agree that the enemy attacks could use more obvious "tells" aside from the animation wind ups. Using sound to do so is an excellent suggestion. I may also use enemy lighting effects to indicate attacks (e.g. the glowing pattern on the pillbugs will pulse brightly prior to an attack). That type of indication is already implemented on the fireflies, but is easy to get lost when sh*t hits the fan and a million enemies pour out of the woodwork. Adding more sounds to the mix would certainly help.
Speaking of a million enemies. Balance... yeah. It's incredibly useful for me to see how other people play the game, so I can't thank you enough for posting a video. As the one who developed the character controller, combat systems, and enemy ai, it's good to know what is and isn't working from someone without bias or hundreds of hours of play testing. Your comments about the single enemy focus stands out to me for that reason. For the time being, I may have to simply turn down the number of enemies while I tackle the rest of the issues.
The performance issues are something that I haven't had many chances to get real feedback on, beyond what I can self-inflict. Along those lines, it would be helpful for me to know (generally) what your PC specs are so that I can at least use that as a benchmark for the performance issues. One thing that I've noticed is that some of the post processing effects we use can lead to pretty poor fps. There are some in-game sliders to adjust or disable those effects, but I may disable them by default based on your input. In my experience, screen space reflections and motion blur lead to the biggest performance hit. However, toning down the number of enemies will certainly also help with performance. You didn't even get to the really big caves, which is a little concerning.
In any event, thank you so much for the criticisms (you're our first review!), and we'll do our best to improve Rite of Tephra using your input. Cheers!
Always overjoyed to hear when the feedback is of such use! I am running a twin 1080ti with an i7-6800k and 32GB of RAM, but also running two instances of obs and adobe character animator. So that might be a weird point of comparison. Though I don't usually drop frames on things like Anthem or Warframe, so who knows?
I'm about to enter school for game design, so it means a lot to hear that my feedback is useful :)
Whoa, that's quite a rig. I'm a little jealous. Slows down for me using a single instance of Obs, but not below 30 fps unless I'm in massive caves (using a single 680ti, i7-2700k, and 16GB RAM).
Nevertheless, I'm currently working on some performance improvements that will go in the next patch. Reducing the number of enemies kills two birds with one stone, since they are pretty performance heavy and doing so addresses your concerns about combat vs too many monsters. That, along with some changes to the post-processing effects, prop density, particle effects, and some UI systems should round off the first wave of performance adjustments.
Good luck with school! Getting into game development reflects a big industry change for me (I studied mechanical engineering) and I certainly wish I had taken some courses on game design before diving into my first project (this). Janky-animations and bugs notwithstanding, I'd be happy to answer any questions regarding game development in Unity!
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Hi mate! How are you doing? Still developing? :)
Just discovered the game, loving the concept! Hope you didn't give up!
I love this concept, the cool lighting combined with the grapple mobility makes game play unique every time. The flying fire-shooting enemies are a little too tough, it might help to have an arrow or indicator telling us where those monsters are. I like how the lightning fires out of the obelisks and the cool end of mission effects. Keep up the good work.
Thanks for your support and feedback! Off-screen indicators are a great idea! I can extend our existing targeting indicator system to include indicators for all nearby hostile enemies. In the next patch cycle, we will unleash the inventory system, procedural weapons, and (eventually) new enemies. As such, you can expect a lot of balance changes, including your suggestion. Along those lines, was there anything specific about the flying enemies that make them difficult? I could adjust their AI and flight behaviors to make them easier to fight. Cheers!
My only thought to improve the flying enemies would be stunning them to be on the ground if you can hit them with a grapple shot? Thanks!
Hey guys! I took a look at the demo you have here and I really think your ideas are fantastic, all these pieces could work together beautifully! However, the experience lacks a real core at this point and it makes the overall gameplay loop feel a little haphazard. With some refinement, to the combat especially, this could be awesome! Keep up the good work!
Cavernous Clusterf*ck, I love it! Thank you so much for your video review!
I didn't think about skipping the tutorial in the middle of it based on following the instructions... Which is honestly just embarrassing. The whole info dump was meant as an interim thing for the early access while I can sort things out with a tutorial level.
Combat is definitely a work in progress, obviously. I'll get to work on changing the dodge functionality, since double tapping annoys me, as well. However, target lock is in there, but requires you to press the middle mouse button with a target selected. Similarly, grappling enemies requires targeting them. From your video, I also just noticed that you don't take damage while rag-dolled... So yeah, clunky is probably an apt description.
I'll forward your comments about the sound design to Paul (he does the audio and sfx). While the sounds themselves are out of my hands, I agree that the enemy attacks could use more obvious "tells" aside from the animation wind ups. Using sound to do so is an excellent suggestion. I may also use enemy lighting effects to indicate attacks (e.g. the glowing pattern on the pillbugs will pulse brightly prior to an attack). That type of indication is already implemented on the fireflies, but is easy to get lost when sh*t hits the fan and a million enemies pour out of the woodwork. Adding more sounds to the mix would certainly help.
Speaking of a million enemies. Balance... yeah. It's incredibly useful for me to see how other people play the game, so I can't thank you enough for posting a video. As the one who developed the character controller, combat systems, and enemy ai, it's good to know what is and isn't working from someone without bias or hundreds of hours of play testing. Your comments about the single enemy focus stands out to me for that reason. For the time being, I may have to simply turn down the number of enemies while I tackle the rest of the issues.
The performance issues are something that I haven't had many chances to get real feedback on, beyond what I can self-inflict. Along those lines, it would be helpful for me to know (generally) what your PC specs are so that I can at least use that as a benchmark for the performance issues. One thing that I've noticed is that some of the post processing effects we use can lead to pretty poor fps. There are some in-game sliders to adjust or disable those effects, but I may disable them by default based on your input. In my experience, screen space reflections and motion blur lead to the biggest performance hit. However, toning down the number of enemies will certainly also help with performance. You didn't even get to the really big caves, which is a little concerning.
In any event, thank you so much for the criticisms (you're our first review!), and we'll do our best to improve Rite of Tephra using your input. Cheers!
Always overjoyed to hear when the feedback is of such use!
I am running a twin 1080ti with an i7-6800k and 32GB of RAM, but also running two instances of obs and adobe character animator. So that might be a weird point of comparison. Though I don't usually drop frames on things like Anthem or Warframe, so who knows?
I'm about to enter school for game design, so it means a lot to hear that my feedback is useful :)
Whoa, that's quite a rig. I'm a little jealous. Slows down for me using a single instance of Obs, but not below 30 fps unless I'm in massive caves (using a single 680ti, i7-2700k, and 16GB RAM).
Nevertheless, I'm currently working on some performance improvements that will go in the next patch. Reducing the number of enemies kills two birds with one stone, since they are pretty performance heavy and doing so addresses your concerns about combat vs too many monsters. That, along with some changes to the post-processing effects, prop density, particle effects, and some UI systems should round off the first wave of performance adjustments.
Good luck with school! Getting into game development reflects a big industry change for me (I studied mechanical engineering) and I certainly wish I had taken some courses on game design before diving into my first project (this). Janky-animations and bugs notwithstanding, I'd be happy to answer any questions regarding game development in Unity!