I love that you give me some feedback. I dont bump post my thread myself, because I dont want to create artificial attention on my mod. And HEY I work on it every week(end)! Its not dead.Whoah wrote:Hate to necrobump this, but I noticed it got updated and I have some feedback!
what can I say.. please say MOORRE complimentsWhoah wrote: The Good:
-The axes are 1000% more fun to use. Seriously, hacking away at golems with a pair of hand axes feels awesome.
-The wand feels much more smooth and fun to use, ESPECIALLY that melee altfire. Super fluid transition.
-The trident is a very welcome addition to the arsenal, and feels much more useful than the hellstaff. Good stuff.
-The enemy changes definitely compliment the weapons, and I was pleasantly surprised by the headless skellie bois. It added an extra layer of character that felt super natural.
For the monster (as everbody) I have big plans to add wound stages, different death animation, melee attacks for weredragon, Ophidian, etc, even new monster - but as you know, everybody have big plans and completely no strength to follow it.
-agree crossbow need love - sniping weapon... primary as rail shots penetrating all targets with disable auto aim - sureWhoah wrote: The Bad:
-The crossbow feels a bit redundant. The wand has more plentiful ammo, a faster rate of fire, and does enough damage to stand in for the crossbow. Perhaps the crossbow could behave more like a sniper rifle/railgun type weapon. Come to think of it, I don't believe there's a long range weapon in the whole arsenal, which I suppose makes sense, but it would be a welcome addition for the sake of dealing with certain encounters.
-The axe altfire feels a little underwhelming. I feel like it could use a damage/speed buff, and perhaps some new graphics so it looks more like the axe your character holds.
-The enemies could use some more melee-centered tweaking. Like having undead warriors throw his axes less, and have more diverse melee attacks for instance. This could help sell the whole melee combat emphasis.
-The tar bomb's explosion radius seems just a little too big. It feels powerful, but also just a touch too volatile. On the flip side, it is still useful and fun to use.
-Most of the animations in general feel just a little slow and clunky. I may just be spoiled because I'm so used to super fluid and fast animations in mods, and I do understand why, because coding animations is super tedious.
And that's all I got! Great work so far, man. The other additions like the fire deaths and such were also neat to see. Excited to see where you might take this mod next. Hopefully no one gets mad at me for necroposting.
-thrown axe - projectile GRP from hexen will be in contrast to the fact that you pick up axe from knight body - I will check it anyway. More dmg - I want thrown axe to 90% times, 1-hit golem, what he do, need to test game myself to get the feeling. Whole weapons damage need still balancing, but I focus on GRP, because I believe excel exercise I can do after I burn out of passion for making new sprites.
- agree that enemies should be more melee oriented, hope to get there at some point in time. thanks
- radius is ok it =158 (of ? units), as much as gauntlets. The tar is also producing shrapnel's (called "nails" in code), and I dont know how to limit their range (or if its possible).
- coding animation is not tedious at all f.ex. MONS ABC 6 => MONS AXBYCZ 3 - will increase the smoothness of animation 100%. Just drawing X,Y,Z sprites need angels patience, you have to do that in 8 directions! Unless its possible to do auto transition in some graphic software - but I dont know how to do that.
Thanks, really appreciated your post!