RR35 / Tutorials / auto-rotate

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Jeremy R

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Jan 9, 2011, 7:36:41 PM1/9/11
to Rune Runner
Hi all,

Great release. I am really happy with the remapped textures in
tutorials! Now if there were only a way to do the same thing for the
options menu...

Also: maybe a checkbox in the character create screen to disable
tutorials? I don't know how it's written so this may be tedious or
easy to implement.

Nerfing what a crystal does in your weapon was well received, one
diamond rune in the sword was oneshotting everything. Although I did
put all my ability points in strength. It is a little better now,
although I will keep an eye out.

Here is one thing that has been irking me, attacking a monster while
facing away from it. On the one hand, this is nice because it doesn't
force the player to micro-manage the direction they're facing in to
initiate combat (and in no way should they), but it does look like we
can do better in this regard. Had you planned on addressing this?

I realize it's tricky, because you can't exactly rotate the character
without rotating the camera, as the perspective is always from
behind...and you definately don't want to force any camera movement on
the player unless its done well and unobtrusively. Maybe just rotate
the character towards the enemy, and as soon as the player wants to
either advance or turn the camera, snap the camera back into its usual
place.

Jeremy

Jeremy Reinstein

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Jan 9, 2011, 7:59:45 PM1/9/11
to Rune Runner

A few more notes:
Using a R/G/B rune while running should NOT cause you to stop! This throws a wrench in the running away whilst you're weak and trying to heal mechanism.

Quest items (wolf claw) are still dropping scarcely, but the respawn rate for mobs is very noticibly improved, which helps, so we'll see how it evens out. Though I can say the fun level has improved, half my time on these quests is not spent traversing back and forth looking for mobs to kill. Is this a permanent tweak, or do monsters you need for a specific quest just respawn plentifully until you've completed the quest. The latter would be reasonable IMO.

Action text/messages on screen linger if you hit back to get to the character select screen shortly after battle. I can provide screenshots if this isn't clear.

When facing two or more monsters, after finishing one off, the other isn't automatically targeted until they next attack you. I had thought this a bug at first, but maybe it does make sense. You lose probably only ONE auto-attack at best inbetween one monsters death and finishing the other.

Jeremy Reinstein

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Jan 9, 2011, 8:06:39 PM1/9/11
to Rune Runner

One more: Slotting a rune over another rune causes it to erase the rune that was originally slotted. I don' remember what the tutorial said in regards to this (if this is a bug or a feature) but I was sad to see my diamond rune dissapear because I wanted to remove it from my shield and put it on my sword.

Dan Samuel

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Jan 10, 2011, 12:17:01 AM1/10/11
to rune-...@googlegroups.com
Hey Jeremy, that was a lot of solid feedback in a short time period! Just to sort of list the bullet points here (so as
to have a list to work against)

* don't auto-stop on ALL actions (specifically rune consumption) (I added autostop for the attacks because it made it
eaiser to run up and attack without shooting past your target :-)

* the monsters don't know you need them, they just spawn per the map's monster distribution, whether you need their
quest or not. The trophy drop rates are still set to 50% (though in THAT case, only if you have a quest that needs
them) so any deviation from 50% is still just one of those stochastic things.

* I will clear the error list on return to character select

* I think I will leave it as is (second monster not auto targeted until it bites you)

* Runes are irreversibly glued to the equipment and can only be removed via their destruction

* The options menu uses the same resolution as the quest dialog and I think that's the highest rez I can muster, but
I'll see what I can do.

* I will eventually offer an option to disable tutorials (would affect all characters past and future). Actually I sort
of thought I already did that, but I guess not :-) I need to see them a lot right now, though, so as to be sure I catch
all the bad flow. :-)

* I like the suggestion of turning the character (not the camera, though internally it probably means turning both, such
that you just don't notice the camera move) so the character always faces the target during the attack. Some camera
motion is probably justified though, it would be odd if the target were off screen. An appropriate camera cut at the
start of the engagement would probably not be overly jarring. I know you know that you CAN have the camera 'not behind
the player' already (though it will get tugged back behind the character soon enough)

* It's your lazy finger swiping :-) I intentionally allow you to left/right at the same time as forward/back. I'm not
completely convinced I have the DPI (dots per inch) correct yet (I want that control to be based on actual inches as
opposed to pixels, so that it feels the same on all screen size/densities)

Thanks again!

- Dan

On 1/9/2011 5:06 PM, Jeremy Reinstein wrote:
> One more: Slotting a rune over another rune causes it to erase the rune that was originally slotted. I don' remember
> what the tutorial said in regards to this (if this is a bug or a feature) but I was sad to see my diamond rune dissapear
> because I wanted to remove it from my shield and put it on my sword.
>

> On Jan 9, 2011 7:59 PM, "Jeremy Reinstein" <rein...@gmail.com <mailto:rein...@gmail.com>> wrote:
> > A few more notes:
> > Using a R/G/B rune while running should NOT cause you to stop! This throws a
> > wrench in the running away whilst you're weak and trying to heal mechanism.
> >
> > Quest items (wolf claw) are still dropping scarcely, but the respawn rate
> > for mobs is very noticibly improved, which helps, so we'll see how it evens
> > out. Though I can say the fun level has improved, half my time on these
> > quests is not spent traversing back and forth looking for mobs to kill. Is
> > this a permanent tweak, or do monsters you need for a specific quest just
> > respawn plentifully until you've completed the quest. The latter would be
> > reasonable IMO.
> >
> > Action text/messages on screen linger if you hit back to get to the
> > character select screen shortly after battle. I can provide screenshots if
> > this isn't clear.
> >
> > When facing two or more monsters, after finishing one off, the other isn't
> > automatically targeted until they next attack you. I had thought this a bug
> > at first, but maybe it does make sense. You lose probably only ONE
> > auto-attack at best inbetween one monsters death and finishing the other.

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