Core improvements to Golel. Demo 2.4.11
Hello everyone, How is your day? Game wide features I have implemented a few important features to Golel. First, you can now control the resolution of full screen mode. I didn't realize that every time you go to full screen resolution, the game selects that native resolution of y
Hello everyone,
How is your day?
Game wide features
I have implemented a few important features to Golel.
First, you can now control the resolution of full screen mode.
I didn't realize that every time you go to full screen resolution, the game selects that native resolution of your screen.
If you want to play on lower resolution because of GPU limitations or because you are streaming, this did not allow you to do it.
Now you can select the resolution you want the full screen mode to be at.
You know have some control on FOV. A lot of people want FOV controls for comfort.
I also keep improving gamepad support.
Gamepad is still the weakest way to play the game.
Expect more button assignment and analog stick assignment in the future.


Experimental features?
I am trying to add more indications on the screen.
My attitude is that I do not want the screen to be cluttered with numbers and Hud elements.
On the other hand, I want people to understand what they are doing and what is going on.
So when I add a HUD element, I always try to add it in a subtle way.
I am adding a "chance to hit" meter under the Attack and Spell Icons.
It has 20 wedges, and basically it's the chance to hit between 0% and 100%.
The most important thing is to understand how your attacks and abilities are compared to each other.
i am also considering to add some sort of armor or avoiding from hit UI, maybe near the HP and MP player status.
You aren't suppose to read it and think about the calculations of chances to hit. It just suppose to give you a sense of what is better relatively.
For instance, a lot of people may not realize that the magic shield, also increase your armor, so when you have it, the chances to get hit are lower in addition to the damage absorbed.


Tutorial
I am trying to add also some subtle tutorial.
The tutorial is basically check mark lines that appear after 20 seconds from starting to play.
When you are able to perform one of the lines, after 15 seconds they disappear, and never appear again in your current session.
I like that the players explore and figure out things on their own. But there are some players that struggle a lot, especially in the beginning of the game. They might miss some important things like... press space to pass turn, that would hinder their entire playthrough.

Full game
Progress on full game was a little slower.
But there was progress in that regard too.
I have also recently made a QA playtest from a paid service.
I have added a logger that records how they play the level, just for the playtest, this is not part of the Demo.
This really helps me understand where people struggle and how they pass the levels, and why they didn't able to pass some levels.
What do you think?
As always, I would like to hear your feedback, if you have any.
I also want to add all the other major languages localization.
At some point I also want to add Arabic and Hebrew, the main issue with those languages is that they are right to left languages.
But I think this will be there for the full release as well.
Thank you,
Ofer.













