Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Swaggerfall

first person open-world RPG in the terminal 路 By holonaut64

A few bugs to report

A topic by Gawain (DarkGriffin) created 6 days ago Views: 91 Replies: 9
Viewing posts 1 to 6

Been having a blast even with the alpha. Encountered a few issues of note:

  • Dragons hitbox for starting combat is larger then the talk trigger radius. Unsure if bug or feature, but it seems no matter the lore level some enemies engage before the talk prompt is active. Not sure if bug or feature.
  •  The leveling up point spend notification will display even ifa skill has nothing to spend said point on. The first physical overdrive is a good example of an offender. Get a point by leveling it and it still grants a skill point but since the current build has no upgrades to the overdrive, the notification will be stuck endlessly saying "you have a skill point to spend". I think it needs a catch for if the point cannot currently be spent on a skill.
  • I see a lack of Gryphons. This is not a bug but I like my gryphons and so. :p
  • Smithing the ores is a big blocker for play time in later levels of gear. I understand this might be because we add crafting properly later but I thought it was a bit tedious once the requirements start hitting like 25 bars per dot. I'm not expecting a fix this early on but just wanted to mention it.

I will continue playing, it's really fun and feels great to just wander around exploring or leveling my skills. I love that knowledge of things or each enemy is so important to progress. It makes this system very addicting and the fact we start over from only blocking if we find new enemies is very addicting!

Developer

Thanks for the feedback!

The talk radius is definitely too small and should scale with enemy hitbox, in the current way things are implemented. Not sure if I want to keep the current version or rather have *one* interaction radius and *then* decide whether to talk or fight. Anyway will fix this soon.

Skill spend notification with nothing to spend on is a bug indeed, will also fix it soon. In patch 0.1.15 there are some larger changes to the combat skills that will make this problem less common (points will be awarded by leveling the skill line, not the skill, so you need to decide which skills to spend them on). Eventually the entire bug should disappear once there are more options for passives than you can earn points in all skill lines. But may add a small fix sooner.

Gryphons are cool, will probably add them in one way or another when I got some spare time :)

Yeah the later levels of smithing are super grindy at the moment to stretch out the game (as there is not much content yet). So it will get better over time

Glad you are liking the core game loop!

Nice! And yes, the core loop is awesome. I just did my first airship travel today, and I love that we get to actually ride the ships and see the countryside woosh by below. Very cool immersion there!

Some more bugs to report:

  • The inventory can run off the bottom of the screen once bags are upgraded enough. This can be sort of fixed by changing terminal text size, and all of the slots are still functional. But it needs to scroll like the store selling menus.
  • When on an air ship the ground sometimes clips up into the flight path. It doesn't break anything but looks kinda funky.
  • Sometimes the generator will put a city decoration in the way of a shop door or other critical building entrance. I had a shop that was inaccessible due to having a table bench set put just in front of the doorway.
  • On a similar note, since the doors are the size of a player, sometimes the entrances to lockpicked homes can be too narrow or have the bed/furniture in the way of the door. This means despite opening the lock, we can't get to the chest inside the house.
  • I had an inn in the second town where if I use the inn to rest and then come back out of the rent room, I ended up stuck in the ceiling/floor of the tavern main hall. I had to use "I'm stuck" to continue every time. I have a library that puts me a bit off too, so there might be something up with the building rotations/positions and going in and out of them. Unsure how to really recreate but once it affects a door that consistently will be broken. For now "I'm stuck" worked.

Back to adventure!

Developer

Right, the inventory is getting too large. I am overhauling the selling screen in 0.1.15 where it's tile based and with scrolling for the inventory side. Will use a similar look for the inventory itself (in a later patch).

With ground clipping through airship, do you mean terrain on the flight? Or just parts of the tower? In case of terrain, I've never seen that, would need some coordinates and which flight you took.

Shop decorations in the way of entrances: check. This is a remnant of an early prototype of cafes, where entrances weren't a thing yet. Putting it on my list

Tiny houses where you can't access to chest: Seen those, don't have a solution right now. Probably I'll just remove the bed.

As for getting stuck in taverns: haven't really seen that, so I'll need to check. Would be nice if you can drop me the coordinates (seen in the minimap display in the top right).

(1 edit)

502, -503 I've only noticed it with taverns so far. the rest of the buildings seem to sanity check enough. There was another even worse example where a house was on top of an innkeep and you couldn't even interact with them. I'll see if i can find the coords for that one. (the village was not on record) It only seems to happen with the wood cabin style homes from what I've seen.

 https://www.twitch.tv/videos/2880375806

Developer (1 edit)

that clip is crazyyyyyyy 馃槀馃槀馃槀 should be fixed in 0.1.15 (I gave taverns more breathing room), but I'm too tired to check

Terrain on the flight. The one I used was the story trigger one they sent me on, I think it was to the second town in the list? My save is a bit out in the middle of nowhere, but I can check later tonight to get the actual route. It only clipped for a very short bit into one of those tall post like mountain shapes. Didn't do anything besides look graphically a little odd.

I'll jot down coordinates from now on if I find other oddities. I guess you might also need the version too, since the game is generated?

Very cool game but fyi you need TONS of proofreading. Just to pick one example, "A warm glow emits from the fireplace" is incorrect, correct would be "The fireplace emits a warm glow"

Developer (2 edits) (+1)

On the proofreading: first of all, 95% of all texts are currently AI generated and f'ed up beyond repair. We are working on the worldbuilding and (human written) texts in the background, but it takes a lot of time.

Getting the human touch in there is priority for now, but my current writer is a) not a native English speaker and b) dyslexic so I expect errors here and there. Proofreading will be done of course, but it's a kind of polish that is more appropriate during a beta phase or even shortly before release (which is currently planned in one year from now).

The line "A warm glow emits from the fireplace" is actually from a human writer. Personally, I don't see too much wrong with it (I would file it as artistic freedom), but I'm also not a native English speaker. Anyway, we will do a quality check down the line.

I would say, for now these kinds of errors are a nice reassurance that these particular texts are not written by ai :P But again, once it comes to the polishing phase, we will have a closer look again at all the texts

Yes good point the errors are good evidence against AI! But as you say the writer is nonnative and a native speaker can tell that pretty quickly. I assure you, "a warm glow emits from" is completely incorrect English. 
But no worries, I dig the game and look forward to its further development. But you will want a skilled native to polish the text for the finished version.