Child of Malkav
Erudite
And that's a good thing.Sounds a lot like Dark Messiah of Might and Magic.
And that's a good thing.Sounds a lot like Dark Messiah of Might and Magic.
Lock current kick behavior behind perk/talent called “Never Skipped Leg Day”, and nerf the default strengthSounds a lot like Dark Messiah of Might and Magic.Btw: The kick feels overpowered. I don't think we should be able to knock over human enemies with it every time. It makes some fights too easy.
He also doesn't like having to boot up his PC to play the game. That should be changed.Here's a list of some issues I found jarring. I tried writing about everything that bothered me even in the slightest, to give feedback from a new players perspective. Just got outside Serpent's Bastion but wanted to post my notes so far:
- I'm not a fan of info dumps immediately when you start the game. It's fine for the demo, but in the full game I hope you can discover the things said in the beginning message through gameplay somehow, more fun that way too.
- I wish the text box was more near the skill you hover over in the character creation screen, you have to clance from one side of the screen to the next constantly. Why not just next to the mouse cursor?
- There is a tip in the loading screen that changes immediately to another tip before you can read the first one, there should only be one tip per loading screen so you have enough time to read.
- ESC should bring up the system menu on the center of the screen when there's no other menus, I dont like that the system button is on the inventory screen, kinda immersion breaking imo.
- ESC in general should close any menus you have open (and TAB maybe), and if there's no menus, pause the game and bring up the system menu on the center of the screen, and close the system menu also.
- Why is there an expensive looking cup on the shrine that's not stolen? It feels silly to have it there.
- You can't press ESC to close the shrine menu, or press tab, you have my click the close button with mouse. The game could ask for confirmation if you try to exit with changes to attribute/skillpoints.
- Again, I wish the item description box was next to the equipment screen or just next to the mouse when you hover over an item so I don't have to glance so far away from the item.
- When you have an item picked up from inventory on your mouse and you close the menu, the item drops on the ground. It should return to the spot where you clicked it.
- I wish I could just drag-and-drop the items on the inventory screen without letting go of the mouse button to pick them up.
- When you jump without holding anything, your hand awkwardly flashes on the screen.
- When you kick, your leg always doesn't go where you're quite aiming (looking up or down while kicking has some issues).
- You can kick down doors and other wooden stuff, therefore saving on your weapon durability, which means you should always just use kick. Is it intended, or maybe the kick should do slight damage to yourself if you start kicking down doors and stuff too much? Maybe the kick could damage only some weak doors, but weapons could damage a bit harder doors?
- You have to put an item to the correct slot on your equipment screen, it would be a nice quality of life feature to just be able to click your characters paper doll and the item goes to the correct slot automatically.
- I wish you could hold the R button to just put away all weapons you're holding (and hold R to bring them out again), like when I have a torch selected then you could put it away easily and bring it out again without switching weapons. Or when I am in a safe area I like to put away my weapons, then you could do that without having to change loadouts constantly and/or moving stuff to inventory.
- The loading bar at the bottom (like when switching loadouts) would be nicer if it was more modern. I'm thinking something like Dark & Darker for example where it circles your aiming reticle. Or something what dungeonborne does, idk.
- When you loot a torch, I'd rather have it go into my inventory instead of being held automatically if my offhand is empty.
- When you hover over quick items, the item description isn't shown.
- You can't grab the ledge of those small barred openings (windows) in the beginning.
- When reading notes there should be a page number and an arrow only to the direction the note can go.
- The red highlight kinda hurts my eyes in the dialogue screen, also the topics you can click for more dialogue should be more near the actual dialogue box (have to glance constantly right and left). In general I'd like the dialogue to be more centered on the screen, in NWN1 for example I hated that the dialogue box was this small screen in the corner, Baldur's Gate did it better.
- The NPCs sound way too cheery for the situation they're in. They should sound more surly. They also have that Oblivion thousand yard stare.
- Sprinting changes your FOV, there should be an option to disable it.
- When you drink water from the fountain a status effect box appears on the top left corner, what does it mean? Or when you get slowed by the enemies by their scream in the sewers, I wish you could read a description of the status effect somewhere. Maybe there could be a small text next to the icon that says something like "slowed" or "HP regeneration".
- When you sit on a chair or bench, just attempting to move your character should remove you from the sitting position.
- I don't like the way your character holds the bow, I think just a normal position would be better. You should also be able to cancel a drawn arrow by pressing block for example so you won't waste the arrow if you want to cancel the shot.
- The trader doesn't react when you unlock his store room, or go into it. Are there zones in the game where you're trespassing? Or he just doesn't care?
- In the trading screen your quick items can be seen behind your inventory slots.
- What does the sparkling light you drop on death mean, that you can pick up after reviving? XP?
- Stealing feels janky, if I take a coin pouch Trystan gets mad and won't talk to me but that's it, everyone else is just friendly to me as always. He yells for guards but no one comes for help. Maybe add an option of being able to give back what you took to the npc so he might forgive you, and then get attacked if you actually are gonna steal something and get caught.
- The trading window looks a bit messy. All these separate floating boxes, the trade screen should look more unified somehow. Six boxes for coin amounts, looks really confusing at first. Is there a way to get rid of at least two of the coin amount boxes, maybe the trader could balance the sum automatically in the total value box when you add or remove stuff, but then after that you could just alter the sum for consideration?
- When you can peek through a keyhole, the aiming reticle should turn into an eye or something for a better hint.
- I got one of the fishmen stuck trying to run through the plank that you have to duck under a bit earlier before encountering the fishmen. Enemies should break simple wooden obstructions that the player can also break if they try to get to you. It should slow them down of course.
- When you loot a body I think a "corpse" would be a better term, not a "container"
- Please please please add a "sort inventory" button.
- I can already tell you that the guard code is gonna annoy some people, even I was wondering if I'm trying to insert the code in the right place since the note clearly showed numbers, but then you gotta count symbols all of a sudden. Yes yes git gud and all that.
- Why is there a wheel to open the portcullis outside Serpent's Bastion, that's a bit silly. You could just add a note inside that says the portcullis is broken or something and doesn't close fully, so you could duck underneath it and even operate it inside, it just won't go fully down.
- You should get a list of patch notes if you click on the patch number on the bottom of the screen of the main menu.
State of the Game: Video Devlog 11.0 | Steam Next Fest Results | GOG
Hi, dungeon-crawling fans!
Another month, another update! This one is going to be a little shorter, but there are still some very important developments I would like to report. In this update we will be looking at the Steam Next Fest and how that worked out. We will also be looking at the overhauled UI and I have some very good news about GOG!
The next step in development is the Open Backer Beta. I still need to implement some feedback and work over the early areas of the game, but it's coming closer with big steps. I will announce it on relatively short notice. Something I forgot to mention in the video: We will probably go through the OBB in phases, i.e., like the regular closed beta, but with significantly shorter update cycles.
As always, you can find the video's transcript below!
Best wishes,
Michael
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Hi, dungeon-crawling fans!
A busy month is over and there is a lot to report! Between the Steam Next Fest and various patches, I also have some news about Monomyth on GOG. So let’s take a look at it!
During February I mostly focused on the release of the Steam Next Fest demo and various patches fixing the problems that people found in it. And there was no shortage of problems, the most notorious one being a bug that slowed down mouse movement. Luckily, this and other problems could be fixed relatively quickly. All in all, I received a lot of useful feedback. At this point, there are over a hundred posts in the respective thread of Monomyth’s Steam Community Hub. I am going through these posts one by one and I am trying to implement fixes for all issues. I am still updating the demo with hotfixes, so you can take a look at the latest changes at any time.
One major change I recently uploaded was a visual overhaul for the UI. Some people suggested adding some more contrast because bright writing on bright backgrounds was not ideal. So, I took some time and designed a new UI. I played around in Blender at first but then I decided to create the UI elements through procedural image editing. This way I could produce many different window sizes in a relatively short amount of time. What required some more work were the different UI icons. Various menu entries now have a visual representation, for example, all attributes have a small corresponding icon next to them. All of these were made in Blender. All in all the new UI is much more readable and coherent. The overhaul was purely visual - in the future, I will further improve the UI’s functionality as well.
The UI update was one of the bigger requests from the feedback list. The other big thing was a combat overhaul which is one of the next things on my to-do list. It might not make it for the open backer beta but I definitely want to patch combat before the early access phase.
Talking of which, with Steam Next Fest out of the way the OBB is the next step in development. I will work over the earlier areas in the game once more and then it should be ready.
In terms of numbers, Steam Next Fest was rather successful, despite the amount of reported issues early on. Monomyth received something between six and seven thousand wishlists. The rule of thumb is that a game should receive roughly between 3 and 4.5 times its wishlists of the first Steam Next Fest day. Monomyth received around two thousand wishlists on the first day, so the results are satisfactory.
As a last little surprise this month: I have signed a contract with GOG, who were kind enough to consider selling Monomyth in their store. So if you’re not into Steam you can request a GOG key instead. All pre-release test versions will still be distributed via Steam, however, once we go into the Early Access, I will provide you with a form to choose the platform of your liking. This also means, that all pre-release keys will be locked. So if you are currently in the closed beta or take part in the open backer beta, those keys will be automatically invalidated and you will have to unlock the game a second time with your final key.
So that’s all for now. I’ll keep uploading hotfixes and preparing the game for the OBB. Perhaps I can already implement a few fixes for the combat system. We will see. Either way, I’ll keep you updated, and see you soon!
So if you're not into Steam, you can request a GOG key instead.
State of the Game: Video Devlog 12.0 | Open Backer Beta
Hi, dungeon-crawling fans!
It's time for another update! Monomyth is finally entering its Open Backer Beta phase. You can hear all about it in the new devlog. As always you can find the transcript below!
You will soon receive an e-mail with your Open Backer Beta key. Please remember that these keys are not final. They will be locked shortly before the game enters Early Access.
I am looking forward to your feedback!
Best Wishes,
Michael
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Hi, dungeon-crawling fans!
It’s time for a new update on the project! In this one, we’re looking at some very interesting stuff because Monomyth is about to start its Open Backer Beta phase. So let’s take a look at it!
I spent the last few weeks fixing more of the problems that were pointed out during Steam Next Fest. Monomyth received plenty of updates and hotfixes. Among other things its UI was improved, the inventory system was adjusted so items could be rotated, existing quests were tested and fixed, framerate options were added, a new enemy type was introduced, and so on. Some of these things were also added in the demo version. Meanwhile, for the closed beta, I have developed a mapping system that will probably please the Ultima Underworld fans among you. Now the project is finally approaching a state where it can be pushed into the next, and final, testing phase before early access.
I have talked about the Open Backer Beta many times in the past. It’s the phase in which all Kickstarter backers from the 15-dollar tier upwards are invited to test the game. This, of course, also includes encore backers.
They can leave their feedback in the respective Rat Tower Discord channel or use the prepared feedback form, which is linked in the game’s system menu.
If you are a backer, you will soon receive a Steam key per mail. Don’t forget to check your spam folder. It’s important to know that this is not your final game key! This is only a testing key and it will be locked shortly before the early access release. You will then receive your final key, either for GoG or Steam. As far as the choice between those keys goes, I will soon send out a form with which you can request a GoG key - otherwise, you will be sent a Steam key.
Let’s quickly go over some comments on the OBB:
Concerning content, the first phase of the Open Backer Beta will contain the new beginning, the heartlands, and a mini-dungeon. The second phase will then introduce plenty of content including several areas, big and small, as well as the game’s main hub.
It is in this constellation that the game will probably launch into early access. But before that happens I want to work over a few features - first and foremost combat and AI, but, of course, also the feedback given during the OBB.
During early access, there will probably be two major content updates. The first will introduce the last beta area, which still requires some polishing. Other than that it is pretty much ready, so I hope that it won’t take too long. After that I will start working on the last chapter of the game and, of course, also the backer content.
And that is already it for this month. As I mentioned, if you are a backer and you want to join the beta test, keep an eye out for that testing key. Look into your spam folder as well. You will receive an email from me shortly. I will keep you updated, and see you soon!
Dear Infinitron,
I am happy to inform you, that Monomyth has entered its Open Backer Beta.
To participate, please activate the following key on your Steam account:
ATTENTION: This is NOT your final release key!
After the conclusion of the Open Backer Beta, this key will be locked. You will then receive your final game key, either for Steam or GOG.
A form to choose between keys will be sent out in the near future.
During testing, you can share your feedback in two ways:
1) Join the Rat Tower Discord channel: https://discord.gg/nMPfyXqBvj
2) Use the form linked in the game's System menu (simply open your inventory with TAB and select the cogwheel on the upper right).
Please keep in mind that the Open Backer Beta is a work-in-progress version and does not represent the final state of the game.
There are still many issues that need to be addressed. Your input is invaluable in this process!
Thank you once again for your ongoing support!
Best wishes,
Michael
Oh, shit, if I miss the e-mail I'll be stuck with Steam? Now that's what I call a hardcore QTE...You will then receive your final key, either for GoG or Steam. As far as the choice between those keys goes, I will soon send out a form with which you can request a GoG key - otherwise, you will be sent a Steam key.
Add domain to whitelist in your email service config. Or even create a rule to automatically mark emails from *@domain.com and move them to separate folder.Oh, shit, if I miss the e-mail I'll be stuck with Steam? Now that's what I call a hardcore QTE...You will then receive your final key, either for GoG or Steam. As far as the choice between those keys goes, I will soon send out a form with which you can request a GoG key - otherwise, you will be sent a Steam key.
I was only taking the piss, man, I just put in a reminder to check my spam folder.Add domain to whitelist in your email service config. Or even create a rule to automatically mark emails from *@domain.com and move them to separate folder.
I backed via Codex fundraiser. Not seen a mail yet, but maybe it'll be sent in the next couple of days. I'm in no hurry.
I already sent a mail with the fundraiser keys to DarkUnderlordI backed via Codex fundraiser. Not seen a mail yet, but maybe it'll be sent in the next couple of days. I'm in no hurry.
RatTower Don't forget our fundraiser bros. I can give you a list.