Hey folks,
Dropping by since.... forever as I was just super busy with Steam and previews and such to answer a few things I've seen here.
1. The UI
I can confirm that this is the art direction we're going for with the UI. I know, I know - a lot of you feel like it's ugly, doesn't fit the overall theme, makes the game look like a mobile app - and you're not necessarily wrong. That's the issue with art direction, people have different opinions and tastes - outside RPG Codex we've had plenty of players telling us they appreciated how lean and easy on the eye the UI was.
We gave a more detailed answer during our stream, but yea you probably don't want to sift through 2h of video so I'll explain it here: The idea was to have the player focus on the actual game and less on the UI, which is why we wanted the UI to be less intrusive (hence the transparency, not using textures like stone or wood, etc etc), the main purpose being functionality. It's just two different schools of thoughts, and I don't think anyone is right or wrong here. But yea I get where you're coming from.
2. lol y u add voice acting over more classes
Well my good man / woman / nonbinary individual, it's as if you were asking me why our artists aren't implementing new spells - because those are different jobs. Making a game is more than just having a budget and saying "Oh well let's put 90% in gameplay 10% in art" or something - you have time and team to take into consideration. Even if were to spend less on voice acting, it wouldn't necessarily mean that we could add more classes if we want to hold our schedule. You can't just hire talented people out of thin air - not to mention that your office may not even be large enough to add more people to the team.
This is where the difference lies between huge war machines like Ubisoft, where I worked before, on project where you can quickly ramp up from a few hundreds to almost a thousand by calling upon different studios, moving existing resources around and hiring a TON of interns and freshly graduated individuals for limited amount of time - and a small studio of experts, who can't just justify adding an "extra pair of hands" for a few months and booting him out afterwards.
Alright that's for the operational side. On the other hand we also want to have voice acting in-game for many reasons - trying to appeal to more people than just D&D hardcore fans, make the game more accessible, etc etc... One of the reason is also simply that our Creative Director wants it. You might be wondering "uh wot" and yea - sometimes that justifies it! You have to remember that this is a guy who left his previous company to work alone on a prototype - a dream of his since he started playing D&D some 30+ years ago. This game is his baby, he built it from scratch, he put an insane amount of time and money as well as taking a huge risk (compared to his much safer position at Amplitude). He has a vision for his game, one that we need to respect - even if we don't always agree on everything. And it's not like he is some kind of tyrant either - in fact, he's usually very reasonable if we bring up disagreements on some aspects of the games. But among the pillars of his vision of Solasta is a fully voiced experience, so that's not going anywhere (and we firmly stand behind it as a team).
3. Too much jumping around and shit + Camera is garbo
That's a fair point, the demo level (Telema) was made not only for players to try out the game, but also for us to test out a few things - which is why you have a lot of climbing and jumping around, which you won't have in EVERY level ALL THE TIME in the final game of course (flat plains did not vanish from existence after the Cataclysm). This is also why the camera is suffering so much - outside the camera still needing to be improved, it's also the level design that is very constraining. We tried to have very high walls in the level which makes the camera bump everywhere, several layers overlapping each other which makes splitting the party a headache for the camera, etc etc... So yea, we know how to proceed from there in our final game.
4. Cutscenes look weird (character placement and all)
We didn't spend any time reworking those cutscenes, so yea they all date from last year. Cutscenes in our final game have been worked on a lot more to have better angles, dynamic shots, etc etc.
5. y characters so ugly?
Tbh we're not very happy with most faces either, so we're going to take a look at them again.
Uhhh that's pretty much it, if you have other remarks just drop them here I read the forum from time to time. Anyway, as always I appreciate the feedback - and don't hesitate to ask if you have other questions about game development in general, it's always interesting to talk about it.