@TheOneRing:
Definitely in the works. More moves, combat strategy.
@M00NSHiNE:
Quote: "The footsteps kept cutting and stopping and playing all the time, they need to be done so that they always play properly on each footfall."
Ya, in the readme, known bugs are footsteps. How's it's doing the logic is a bit off right now.
Quote: "The movement would benefit from being smoother - for example, when you start to run from being still there should be some sort of transition - same when slowing down, attacking, jumping and rotating."
Ya, but after playing for a bit, you don't even notice (hehe).. But the model is a prototype for this.
Quote: "Draw distance was very short (stand on the raised ground and look towards the water, then move forward)."
Obnoxious, isn't it? I saw that, too.
Quote: "The collision between the camera and the outer wall on the raised ground was non existent."
Of everything done, you wanna talk about the one thing that was giving us a big headache? In the end it was like, "screw it for now."
Quote: "Finally, when scrolling the mousewheel to zoom the camera, if you go into first person then just nudge the wheel back a step you get the camera inside the model with lots of polygons flashing etc"
I think I know why. Both my and Kensupen's wheels are set up to have each "notch" be I think 3 or 6. So it was jumping farther out. He just would have to turn up the per-click ratio to fix that.
Thanks!
@Cavex:
Definitely want to to move moves. The "attack button" doesn't do anything right now, it's just an indictator showing when it's okay to swing. So you can click wherever.
I'm not a huge fan of the controls, later versions should have the ability to put in WASD or Strafe-Toggles or whatever.