ciox
Liturgist
- Joined
- Feb 9, 2016
- Messages
- 1,385
The biggest one is the bug where you can't fire back at enemies that can fire at you, while rooted. For more, ask Epeli I guess.Like?And the engine needs plenty of work still, there's long standing bugs that are hard to fix because of the old codebase.
Welp. As far as bugs go there are few edge cases in transitioning from real-time to turn-based mode. Actions in progress get cut off, even if they have both real-time and turn-based modes. For example fire a burst from real-time mode. As soon as the first bullet connects, the game engages turn-based mode and the attack stops.
Not bugs per se, but the old codebase sure is limiting here and there. Biggest one I can think of right now--as far as player satisfaction goes--is the faction relations code. Everyonehatesloves how friendly NPCs turn hostile from almost anything. Then there's the AI model, which is used to good effect but is still too limiting for Styg. The zone file format isn't the best for loading times nor save file size, probably partially because originally the game was planned to have some procedurally generated areas. The entire game is structured downright painfully when it comes to things like localization (which they'd like to eventually do) or modding. They've had their share of issues with XNA asset pipeline too, but those are years past by now. And surely there's other stuff that isn't visible to players, but hinders development. Underrail 2 is probably going to be on a new engine.
Sprite engine talk: I don't think they're going to implement D2 style sprite compositing nor add significantly more animation sets, but IIRC they had other plans to (eventually) get more ouf of the sprite engine. For now their character artist has good workflow for creating new spritesheets for the current animations and there are no technical reasons to change the system yet. But the engine might be getting other visual/usability upgrades Soon™.
Yeah, I just remembered you can do weird things with the realtime like get a free attack, if your melee swipe that's initiated in realtime hits in turnbased (because combat started from the enemy noticing you) that swipe can still hit but not cost you action points. Because the action point expenditure for things done in realtime is fairly hacky and exception-based.
Obviously everyone kinda hates the zone code, large areas load pretty slowly and it's probably a factor in why some transition areas around towns are very small.
I thought they were going to very lightly experimeting with compositing, since they're adding stuff like muzzleflashes, for those to be unique based on weapon (think pistol vs energy pistol) there would have to be some element of sprite compositing otherwise there's a ton of re-rendering old sprite sheets all over again. Might be wrong on this though.