MV - Automatic Messiah (demo available) (post-apocalyptic CRPG) Updated Oct.21, 2025! Lots of new stuff! Announcement!

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Started by woootbm 61 posts Page 3 of 4 View original ↗
  1. Ok, as a big Fallout fan and someone who's also making a post apocalyptic game, I'm going to have to try this. Those post apocalyptic tiles are amazing too, if I knew those existed I would have made my project with them.
  2. @cthulhusquid I'd appreciate ya trying it! Just a bit of warning about the assets I use: most of them no longer adhere to RM tile sizes. So you basically have to do parallax mapping. I mean, maybe there's a way to get them to work in the editor but that probably takes a bit of work, too.

    I think I saw your game at some point and thought about covering it on my YT show, but I usually don't reach out because my show is kinda harsh and I worry people will feel attacked or something :hswt:
  3. woootbm said:
    @cthulhusquid I'd appreciate ya trying it! Just a bit of warning about the assets I use: most of them no longer adhere to RM tile sizes. So you basically have to do parallax mapping. I mean, maybe there's a way to get them to work in the editor but that probably takes a bit of work, too.

    I think I saw your game at some point and thought about covering it on my YT show, but I usually don't reach out because my show is kinda harsh and I worry people will feel attacked or something :hswt:
    Which game of mine? I have two of them so far.

    Anyway, I beat the demo (I assume Crysdale is the end, took me around 5 hours), and thought it was pretty good. I do have some suggestions though.

    What I Like
    1. I really like the world design so far. The slang, the use of bullets as currency, and the fact that humans are concentrated in one area make it more unique than your usual Mad Max clone.
    2. The map design is nice, no complaints there.
    3. The main character is believable and acts like they should, a naive newcomer to a post apocalyptic society.
    4. I like that combat doesn't drag, it resolves pretty quickly. Healing after battle is nice too.
    5. The leader of Crysdale being kind of an assh*le was refreshing. Usually settlements are grateful for you saving their hide, like they were waiting for you to come along the entire time, but here the world exists seperate from you.

    What I think can be Improved
    1. There's a passability glitch here where you get stuck on the geometry and can't pass, I legitimately thought I got softlocked. I think it went away when I left the plant and went back inside.



    2. The Light Wall skill seems underpowered. It's nice when fighting against the dogs but when you have a crowd of enemies it disappears fast, I stopped using it early on for Barbs/Blades of Light and the occasional grenade.
    3. I'm not sure what purpose non-lethal damage or Diplomacy serves beyond ending some encounters quicker. To me, it's basically the same as lethal damage and seems to have the same after battle effect of enemies being removed from the map, and scripted encounters running off. Maybe make them have separate effects, like scripted encounters dying to lethal damage vs running away?
    4. I would make the dialogue choices show their full lines, as right now they are very "Fallout 4-y" and non-specific. I would like to know what my character is going to say before I choose it.
    5. The green lettering for the Battery bar blends in, making it a bit harder to read. The font size is also a bit small.
    6. The music could use some more variety. Its good, but gets very same-y after several hours.
    7. Not sure of the logic behind the reload costs. For instance:

    • The Topson .45 (clearly based on an M1 Thompson) would either use 20 or 30 ammo per reload, as those are the standard magazine sizes for it.
    • The S1 Errand 30-06 (looks like an M1 Garand) should have a reload cost of 8 instead of 6.
    • the .387 Stallion should be 6 instead of 5.
    • the SxS Redding should be 2, but have a longer reload time than either the S1 or the Topson. Maybe have the same time as the .387?
    • I didn't use the Huntsman .308 or the Handshake, but the 308 would cost 5.
  4. cthulhusquid said:
    Which game of mine? I have two of them so far.
    The Wastes. I'm in the same boat where I'm curious to know how you tackled the genre, but I do worry if I did an episode it'd be cringey because of the inevitable comparisons? I could just play it without an episode if I can find the time.
    cthulhusquid said:
    Anyway, I beat the demo (I assume Crysdale is the end, took me around 5 hours), and thought it was pretty good. I do have some suggestions though.
    Yes, that is the extent of the content! Wow, that's great you played it all! I'm very grateful :LZSjoy:
    cthulhusquid said:
    There's a passability glitch here where you get stuck on the geometry and can't pass, I legitimately thought I got softlocked.
    Interesting, were you using a mouse? I'll take a look either way. That dungeon gets very tight!
    cthulhusquid said:
    The Light Wall skill seems underpowered.
    This is good to know. As time has gone on I've nerfed the "base attack" skill of the two helpers into the ground to encourage players to use their other abilities, but this one does have extremely weak scaling. I might have gone too far...
    cthulhusquid said:
    I'm not sure what purpose non-lethal damage or Diplomacy serves beyond ending some encounters quicker.
    Over time, your body count for each method will have effects on the game. This is just as important as the choices you make in cut scenes as they both feed into the same morality system.
    cthulhusquid said:
    I would make the dialogue choices show their full lines, as right now they are very "Fallout 4-y" and non-specific.
    Part of my hesitance with that is some of the responses can get pretty long. I also think the reveal of what is said is kind of fun and forces repeat playthroughs. The real problem I worry about is if any of the responses feel misleading to the choice made.

    Fallout 4's problem (at least in this regard) was that the choices were merged together awkwardly. Like you had to be rude to say no and polite to say yes. It didn't always make sense in a given scenario especially with a PC that's meant to reflect the actual player, rather than a specific character.

    I think my way will work... I just have to see how often player's feel lied to by the choices.
    cthulhusquid said:
    The green lettering for the Battery bar blends in, making it a bit harder to read. The font size is also a bit small.
    I'll keep that in mind. I definitely want to redo the whole combat UI and party UI at some point. Default RPG Maker scrunches the letters, too.
    cthulhusquid said:
    The music could use some more variety. Its good, but gets very same-y after several hours.
    I was planning on tackling this sometime in the Alpha, but maybe that's too far away...
    cthulhusquid said:
    Not sure of the logic behind the reload costs.
    So a couple things here:

    A lot of those reload costs you suggest are correct. I think you have points in Efficiency lowering the costs?

    There are a couple throwaway lines where the Ambassador states he's finding a lot of different ammo types and the Computer explains he can use the onboard Fabricator to convert them since their material components are the same.

    So rather than have a ton of ammo types I went the route of having just one ammo type, which is what I'd call "video gamey nonsense." If one .387 round is "one bullet", would a 12 gauge shotgun be worth "five bullets"? Probably not. I tried to ground it by making the base costs require at least 1 Ammo per shot fired, but for the sake of game balance some guns are way more expensive.

    For the sake of consistency, every gun reloads by placing the player 2nd to last in the turn order rather than costing a turn. I've found players are extremely averse to reloading mid-combat. Which makes sense, considering. I do have ideas for a couple weapons that will be exceptions to this rule, (like a Single Action Army taking a full turn to reload) but that's going to be a unique feature to them.
  5. woootbm said:
    The Wastes. I'm in the same boat where I'm curious to know how you tackled the genre, but I do worry if I did an episode it'd be cringey because of the inevitable comparisons? I could just play it without an episode if I can find the time.
    The Wastes isn't actually at the point of a public demo yet, but it's getting there. If I let you play it now it'd be a disaster lol.
    Aside from that, there is a lot of difference between the two games, so I'm not sure how much comparison could be made.
    woootbm said:
    Interesting, were you using a mouse? I'll take a look either way. That dungeon gets very tight!
    I was using the keyboard. I wish I had a recording of it...

    woootbm said:
    Over time, your body count for each method will have effects on the game. This is just as important as the choices you make in cut scenes as they both feed into the same morality system.
    That's good to know, I just couldn't tell from the demo.

    woootbm said:
    Part of my hesitance with that is some of the responses can get pretty long. I also think the reveal of what is said is kind of fun and forces repeat playthroughs. The real problem I worry about is if any of the responses feel misleading to the choice made.

    Fallout 4's problem (at least in this regard) was that the choices were merged together awkwardly. Like you had to be rude to say no and polite to say yes. It didn't always make sense in a given scenario especially with a PC that's meant to reflect the actual player, rather than a specific character.

    I think my way will work... I just have to see how often player's feel lied to by the choices.
    If some of the lines are too long, maybe short summaries of what you'll say would be better.
    woootbm said:
    A lot of those reload costs you suggest are correct. I think you have points in Efficiency lowering the costs?

    There are a couple throwaway lines where the Ambassador states he's finding a lot of different ammo types and the Computer explains he can use the onboard Fabricator to convert them since their material components are the same.

    So rather than have a ton of ammo types I went the route of having just one ammo type, which is what I'd call "video gamey nonsense." If one .387 round is "one bullet", would a 12 gauge shotgun be worth "five bullets"? Probably not. I tried to ground it by making the base costs require at least 1 Ammo per shot fired, but for the sake of game balance some guns are way more expensive.

    For the sake of consistency, every gun reloads by placing the player 2nd to last in the turn order rather than costing a turn. I've found players are extremely averse to reloading mid-combat. Which makes sense, considering. I do have ideas for a couple weapons that will be exceptions to this rule, (like a Single Action Army taking a full turn to reload) but that's going to be a unique feature to them.
    I did have a point in Efficiency, yes. However, maybe it's more of a balance issue between how much ammo you gain, how much items cost, and the cap.
    I reached the cap fairly fast and resorted to using the SMG simply to drain bullets. If weapons had at least 10 ammo added to their purchase cost, I think it'd be a better bullet sink.
  6. Another update! This one comes due to Tony playing the game on my channel and finding broken stuff here and there:



    Also, @cthulhusquid 's collision bug above helped narrow down a bug Tony found (both were cases where events were being moved around the map seemingly at random).

    As usual, I got a changelog:

    v0.3.6
    • Fixed lockpick mini-game not returning the UI in some cases
    • Fixed lockpick mini-game moving events/collision around
    • Fixed "Load" command when used from game menu to default to Load instead of Delete
    • Fixed edge case where returning to base might cause brief enemy aggro
    • Fixed a spider troop that didn't clean up Subsystems properly
    • Rearranged spider fights in Water Treatment Plant to better create ramping difficulty
    • Updated icons on save screen
    • Made pop-ups stay on screen longer
      • Refactored pop-up logic to fade away slow at first and faster at the end
  7. Sorry for the long wait. Not a proper content update, but a lot of cool stuff. I made a video again for those who want a visual rundown:



    I've had some RL stuff slow me down. Happens to all of us, so I hope people don't lose faith. Once some things turn around I believe I can get back on the cadence I had between 0.2 and 0.3!

    As usual, I have a full change log as well:

    Changelog
    • Every weapon now has a secondary skill that can be unlocked
    • Story intro edited to be overall faster and get player into a dungeon sooner
    • UI updates for battle, equip, skills, store, and supplies:
      • No more outdated info
      • Consistency of information: flavor text at the top, stats in the big window
      • Skills no longer have flavor text
      • Crafting items now show up in inventory
        • Recipes show their material requirements in description
        • Materials show general information about what recipes they are for
    • Damage to subsystems now carries over to the main target when destroyed!
      • Morality method also carries over, too!
    • Exp now shown on the main menu
    ---
    • Increased duration of Stable to 3 turns
    • Lots of balance stuff for all weapons
      • Namely non-lethal weapons, which generally do more damage but less effective CC
      • Off-Balance, Staggered, and Dazed changed to 10%, 15%, and 20% respectively
    • Increased cost of Chem Box
    • Slightly lowered the amount of Ammo from random loot and enemies
    • Slightly lowered the amount of Chemicals from random loot
    ---
    • Changed art for Big Blade
    • Swapped starting weapons from Carbon Blade and Carbon Baton to Sharpened Tire Iron and Tire Iron to fit new intro (no other changes to function/balance)
    • Swapped Melee Sync mod out for Vibro Core: adds a non-lethal DoT to enemies hit
      • Melee Sync will return at a later level as it does not feel as useful at the start of the game

    Whoops, forgot to add this part. I've been thinking about something so I decided to just ask:
    Please leave a rating on the Itch page. Good or bad, I think those help with visibility (and it's useful feedback for me from folks who don't wanna type a bunch of stuff).
  8. On the fast track to 1.0 by Jan 2025!
  9. 0.3.9 update is here! It's the long awaited removal of AI art! What's in there is still placeholder, but now the game is free from the trappings of that mess.

    I've also updated the store page to remove any AI art used there (along with some other visual updates):

    Automatic Messiah by woootbm
  10. I played the demo (at least up to the point when I couldn't find a red marker that'd allow me to reach other areas, after solving the water plant case and informing the merchant of the cleared road block). Here's some thoughts:

    The mapping seems nice for this kind of "Fallout" style game. Not sure what's supposed to be a placeholder and what's not, but the enemy battlers and map sprites work ok. My 5-year-old laptop suffers from big frame drops (even bigger in the battles) though, going to single digits at times (my GPU(?) setting might not be at full power). The map sprites also blink (load slowly?) when they change the sheet to do some action, which looks very amateurish/buggy. I would also personally use battlebacks in the fights.

    These kinds of games would also benefit from large environments where you could explore freely, which is of course hard for a single dev to do. Right now you can easily check all the places and mindlessly collect everything. The story and writing seemed ok, but I was kind of missing some more NPCs and sidequests that had different paths/solutions.

    I was playing on normal difficulty and the battles started easy, but the challenge rose nicely with each new area. At the end against the spiders I kind of felt that you needed to have some points in parry to have a fairer chance, but maybe that's just because I wasn't exploring all options. I like it that the game wasn't only about spamming attack, but I also found that in some situations it was kind of annoying having to work with the 2 non-attacking party members. Like if you were fighting a trash mob or if only a single enemy was remaining, it was kind of useless to use the computer/bot skills (and watch the animations etc). Maybe have a way to take them out of turn order with a button press? But yeah, I found use for many of the skills, like even the Computer one where it delays an enemy turn order. I was saved by that many times when I managed to finish off an enemy with a second strike before they managed to multi-attack me. And lastly, I think that the enemies could use more variety in how you have to deal with them. Might be just the way I was playing, but for me it was always just finishing the multi-hit-attackers with strong skills as fast as possible.

    The lockpick minigame was ok, though some could see it only as a waste of time (if there's no breaking lockpics etc). Maybe there could be more button presses and you had to go forward and backward or something. The number minigames were too easy in the beginning (the one at the end was ok). Is it a design choice though that there are correct solutions that don't work (at least in the last one)?

    Oh and lastly, I didn't like the mechanic were you could just leave the interaction and try again if you lacked charisma, and didn't have to fight. But maybe that's just for the demo?

    Anyway, this is something different, and I could see it turning out good if you can sink a lot of time in it. Good luck with the project!
  11. @rpgLord69 Wow, this is great feedback! Thanks for playing through the whole thing!

    Responses to stuff
    rpgLord69 said:
    I played the demo (at least up to the point when I couldn't find a red marker that'd allow me to reach other areas, after solving the water plant case and informing the merchant of the cleared road block).
    Again I really appreciate you getting this far! Maybe I assumed people would naturally stop before this point... not sure what I was thinking. But the simple solution is that I'll throw in something at the exit of Crysdale to say the next area is "under construction" or something.
    rpgLord69 said:
    Not sure what's supposed to be a placeholder and what's not, but the enemy battlers and map sprites work ok.
    Ouch this one kinda hurts, heh. Anything in particular feel like placeholder?
    rpgLord69 said:
    My 5-year-old laptop suffers from big frame drops (even bigger in the battles) though, going to single digits at times (my GPU(?) setting might not be at full power).
    So I have a machine that was built in 2015 running on an nVidia 970 that I plan to use as my min spec. I do find the laptops are... troublesome. Do you normally run into issues with RM games that use a lot of parallax mapping + lighting mod?

    Also, I do know of a bug where loading a save puts the lighting in some kind of bad state which obliterates the FPS, so maybe you ran into that. Unfortunately I am yet to find a solution for that.
    rpgLord69 said:
    The map sprites also blink (load slowly?) when they change the sheet to do some action, which looks very amateurish/buggy.
    This is exasperated if you're on an HD, but still visible on SSD. It's because spritesheets are being swapped out, that's all. So I'm hoping I can fix this with a preloader. Otherwise I have to do sprite-ing another way :kaoeh:
    rpgLord69 said:
    I would also personally use battlebacks in the fights.
    Yeah, this is a casualty of the removal of AI art. I have a plan in place to get something back in eventually, don't worry!
    rpgLord69 said:
    These kinds of games would also benefit from large environments where you could explore freely, which is of course hard for a single dev to do. Right now you can easily check all the places and mindlessly collect everything.
    The main limitation is RPG Maker. I don't think larger maps are that much harder, unless you mean breaking up a map into multiple parts. That does get hard, for many reasons, yeah.

    The next (gameplay) zone I want to do will be bigger. I guess I'm keeping things mostly bite sized and there will only be like 2 "big" zones by the time it's all done. But I'm definitely interested to see how people navigate through these areas. For the big zones, I do want to have more of a navigational puzzle to be able to get around and find everything. Hmmmm....
    rpgLord69 said:
    The story and writing seemed ok, but I was kind of missing some more NPCs and sidequests that had different paths/solutions.
    I have been trying to balance the "too much talking" thing. So perhaps you'll appreciate that the next planned zone is a "city" with much more quests and finding out what's going on. But it'll still contain my attempts to streamline the standard RPG nonsense to keep the player doing stuff.
    rpgLord69 said:
    At the end against the spiders I kind of felt that you needed to have some points in parry to have a fairer chance, but maybe that's just because I wasn't exploring all options.
    This is super interesting to hear! I'm very curious to see how players figure out the combat.

    If I may ask: what weapon did you end up using? Did you mod it? Did you use the Technique Program (alt fire)?
    rpgLord69 said:
    Like if you were fighting a trash mob or if only a single enemy was remaining, it was kind of useless to use the computer/bot skills (and watch the animations etc). Maybe have a way to take them out of turn order with a button press?
    This issue has come up in the past. Admittedly, I've been stubborn about it. I feel like a lot of the suggested fixes I've received are what I call "QoL'ing out the gameplay." But I just had a... possibly controversial idea come to me about how to solve it.

    I'll try to put it in the next big-ish patch (it's something that'll need a fair bit of playtesting to know if it feels good).
    rpgLord69 said:
    And lastly, I think that the enemies could use more variety in how you have to deal with them.
    Maybe I've been a bit too slow introducing mechanics... oops! Well, I'll have more mechanics in the coming zones. You've just been dealing with bums and dogs so far. Later you get to more militaristic enemies, weird mutants, and robot stuff. So they'll make more sense as enemies with more tactics/tools at their disposal.
    rpgLord69 said:
    Is it a design choice though that there are correct solutions that don't work (at least in the last one)?
    I was troubled by this puzzle. There's only so much variety in 9 digits, heh. I should probably come up with some wrinkle that makes the puzzle a little more challenging besides having repeated numbers...
    rpgLord69 said:
    Oh and lastly, I didn't like the mechanic were you could just leave the interaction and try again if you lacked charisma, and didn't have to fight. But maybe that's just for the demo?
    This is a very interesting take! I'm curious to see what others say. I mean, it's less work for me if I don't make this loop break lol
    rpgLord69 said:
    Anyway, this is something different, and I could see it turning out good if you can sink a lot of time in it. Good luck with the project!
    Thanks, I'm doing what I can!
  12. Quick replies to the stuff you asked:

    I wrote the placeholder comment because you said that the game has placeholders and talked about needing to replace stuff. Meaning that the sprites looked fine to me and fit with the style of the game and it was unclear to me what are all the things you'll be replacing.

    Yeah, my FPS takes a hit easily with RPG Maker games (though not usually as bad as this game), but like I said, I don't think my settings are optimized for gaming.

    I'm not a big fan of reading equipment details anymore (more into story-heavy games), so that's why I mentioned that I wasn't exploring all options in combat. At first I was using the standard non-lethal weapon, then I used some kind of non-lethal rifle (only used bullets against watchtower enemies) and then I switched to the spiked knuckels (was that the name?). Didn't use any programs or gun-upgrades. I had points in diplomacy and later parry (against the spiders) and my companions had one battery charge point. I did use those parts or whatever to make some upgrades that gave me some additional abilities, but don't remember which ones I picked. I will mention though that the game was generous with those consumables, so probably the game would have been a lot easier if you started the more difficult fights vs. multiple enemies by throwing a grenade or something, but I just like to hoard stuff...
  13. Howdy, I played your Demo for the forum’s Feedback Festival.

    Feedback
    I love the maps and the Fallout 1&2 vibes you have going! (I watch your Fallout long plays.) I also had poor frame rate on most maps, but you said that was to be expected. I played on normal difficulty for about an hour according to my save file. I like the intro and thought it was just right in length, not too long, not too short and definitely not too wordy. Something odd I noticed during the name input scene was blank squares tracking the mouse which lead me to click to see what it would do which turned the input to the default style and then it wouldn’t accept typing. Also some of the letters overlap each other. There’s a few script snippets that fix this floating around the forums.

    Battles are well balanced and fun. Computer and fabricator never received damage so it’s unclear why they health. Also for skills that only effect chassis, why do I have to select him. Would be cooler if it just fired off the skill kind of like how user scoped skills work.

    First playable map had ~30fps and some stutter. Also the NPC/Enemy sprites flickered sometimes during their behaviour animations. I’m not sure if preloading them would help or how you’re changing their images. I had to tend to my kids right as I was entering the police station so I had to quit and come back and the map reloaded at 60fps! Upon entering the police station, frames dropped to sub 30 hovering sometimes around 8fps. Pathfinding for mouse movement would routinely get stuck on just about everything and sometimes the pixel movement was awkward with interacting with environmental loot. The way your game is set up, I prefer the mouse movement but with getting stuck on things I would have to use the keyboard and mouse almost like I was playing a FPS game. I’m not entirely sold on the pixel movement, it’s always so janky and such a hassle in RPG Maker, but I feel for this kind of mapping and game it would be a bonus if it was smoother and the pathfinding more polished than it is at this point. I did notice the less enemies on screen, because I killed them, the better the FPS would become.

    I like the arrows telling me where the transfer events are but would personally prefer them to be player touch rather than action button. That could just be a me thing though. I also love the interactables/loot flashing green to let the player know what can be interacted with at a quick glance. I thought the lockpicking scene was pretty cool and original. It’s simple but it works. The “hacking” minigame is a little awkward and when Computer is facing up interacting with the top middle square, you can’t see the number, so I had to walk around to the side to see what I was doing. Maybe make Computer semi-transparent or use a smaller sprite to represent the player cursor or something.

    On level up the Tip dialogue says: “All of the player’s damaging skills are increased by level.” Like a level, one level, 2 level, or… Also what does each attribute do? Most are self explanatory or intuitive but Efficiency isn’t and Charisma isn’t explained until a little later. Maybe lock upgrading attributes until the base is unlocked or give a quick summary of the attributes when the tip tells me to use my attribute points.

    Mouse tracking for the quest log is kind of weird. I’m not sure how to explain it. Maybe it is because you have to select the available quests and then scroll to the active one and then click on it to view. Would be a lot cooler if it would just jump into the active ones from the get go.

    After talking to Gim the first time and before fixing the terminator, the fps tanked to a solid 5 and stayed there until after shopping. The low fps and the pixel movement made interacting with the robot extremely difficult. It’s a little weird how I shopped at the Gim’s cart and then exited the shop scene and then was told by computer to buy the thing, meaning I had to interact with the cart and re-enter the shop scene. I love the opening to the base, very cool touch. After interacting with the sleeping pod thing and doing the tutorial, it continues to glow/flash green, so I interacted with it again and had to do the tutorial twice. Afterwards, I traveled west and the next map went into super low fps and that’s about where I stopped playing.

    Some thoughts about fps. Does the pixel movement contribute to the low fps? Personally it wouldn’t be a deal breaker for me to not have it, although it would be preferred. Have you tried upgrading your nwjs? It can help with performance. You could also try indexing the colors on your parallax maps. It can greatly reduce their size, which reduces the load on the computer. You can lose some gradients and a little bit of detail but it’s more obvious over semi-transparent areas. Could be worth a shot.

    Anywho, really cool game and concept. I’ve been following your progress for awhile and like the direction your game is heading.
  14. @Slaughty Thanks for the play and the detailed feedback! I don't know if I mentioned this before, but I try to mostly reply to the negative comments and questions. So I'm not unappreciative of the positive notes, I'm just trying to be... efficient? :hswt: So thanks for the nice words!

    Many words
    Slaughty said:
    I love the maps and the Fallout 1&2 vibes you have going! (I watch your Fallout long plays.)
    Just wanted to say thanks for the views, too!
    Slaughty said:
    I also had poor frame rate on most maps, but you said that was to be expected.
    I'm not sure I worded it that way, but I will say there is a definitely a "min spec" that cannot be ignored. I think the nature of the stuff I'm using does push RPG Maker pretty hard, but in general the engine can only be made so efficient for older machines, as far as I know.

    It definitely sucks because I know it will attract people with older machines (or like Chromebooks) but I don't think I can really fix that. I mean, I'll look for optimization, sure, but it's never going to get to the point some users think it should be.

    For the record, it runs MUCH better than what you and RPGLord are describing on my min spec machine (last I checked, anyway, it's stuffed in a closet atm).
    Slaughty said:
    There’s a few script snippets that fix this floating around the forums.
    I'll have to get on this!
    Slaughty said:
    Computer and fabricator never received damage so it’s unclear why they health.
    They do receive damage from the one irradiated zombie in the police station. But other than that, not at the moment.

    Having them take damage does create an interesting wrinkle in combat, so I'll be doing that here and there :wink:
    Slaughty said:
    Also for skills that only effect chassis, why do I have to select him. Would be cooler if it just fired off the skill kind of like how user scoped skills work.
    Funny enough, the AoE and user only skills that skip the selection is technically a bug. But I like it. Sounds like you like it!

    At some point I'll decide which is correct, based on feedback. It will simply take a little bit for me to figure out how to fix whichever way it goes.

    Slaughty said:
    Pathfinding for mouse movement would routinely get stuck on just about everything and sometimes the pixel movement was awkward with interacting with environmental loot.
    Oh, yeah I should really add this to the known issues. It's a conflict between the pixel movement plugin and Yanfly region restrictions. I believe I will need to hire a programmer to help me with this one, so it'll probably be a while before it gets fixed :hswt:

    Clicking on stuff can be rough. I wonder if I can maybe increase their hit boxes or something.
    Slaughty said:
    I’m not entirely sold on the pixel movement, it’s always so janky and such a hassle in RPG Maker, but I feel for this kind of mapping and game it would be a bonus if it was smoother and the pathfinding more polished than it is at this point.
    So the maps are totally off-grid. The pixel movement also comes with custom collision box shapes. I can't have cool maps without this stuff! I feel like boxy collision/movement is worse than the struggles of doing pixel movement. It also helps the game feel like it's not made in RM, lol

    I wish the pathfinding was smart enough to go around things (in addition to fixing the Yanfly region bug) but that's just default RM logic.
    Slaughty said:
    I like the arrows telling me where the transfer events are but would personally prefer them to be player touch rather than action button. That could just be a me thing though.
    It's not just a you thing! Definitely something I think about changing all the time.
    Slaughty said:
    Maybe make Computer semi-transparent or use a smaller sprite to represent the player cursor or something.
    Semi-transparent sounds like a good idea. I do that a little bit here and there, it makes her feel non-material.
    Slaughty said:
    On level up the Tip dialogue says: “All of the player’s damaging skills are increased by level.” Like a level, one level, 2 level, or…
    I guess I could just point out that every damage skill updates, too. So something like: "Check the skill description to see this change."
    Slaughty said:
    Also what does each attribute do?
    They have descriptions in the attribute screen :hswt:
    Slaughty said:
    Mouse tracking for the quest log is kind of weird. I’m not sure how to explain it.
    Bad UI flow. I'm thinking of defaulting to opening up "all objectives" and then just skipping the step where you choose the objective category.

    This "click on a thing before you can click on what you want" is all over RM's default UI, too. It sucks!
    Slaughty said:
    After talking to Gim the first time and before fixing the terminator, the fps tanked to a solid 5 and stayed there until after shopping.
    This is surprising. It makes me suspect your processor is... old? Dying? This is like just one parallel process (running every 4 frames) that starts up. That's rough! :eek:
    Slaughty said:
    It’s a little weird how I shopped at the Gim’s cart and then exited the shop scene and then was told by computer to buy the thing, meaning I had to interact with the cart and re-enter the shop scene.
    Hm, I guess so. You can skip this step by buying the thing before she can point it out. It's set to 0 cost (for the first purchase) so I hoped that would entice people. I guess I figured narratively she needed to see it? So narrative logic vs game flow... hmmmm....
    Slaughty said:
    After interacting with the sleeping pod thing and doing the tutorial, it continues to glow/flash green, so I interacted with it again and had to do the tutorial twice.
    "Had to?" You shouldn't have to do that tutorial ever. You don't mean a scene replayed, do you? Because both times you should be able to pick "Maybe later." I keep it flashing because I assume players will skip it and then try Diplomacy and get super confused so they'll need to come back to it, heh.
    Slaughty said:
    Does the pixel movement contribute to the low fps? Personally it wouldn’t be a deal breaker for me to not have it, although it would be preferred.
    The custom collision, I believe, is the part of that plugin that's a strain. That, and the lightning mod in areas with more lights. I try not to do too much lights. And I do try to optimize the collision by having fewer boxes. But I'm sure this will still be a problem for some machines.
    Slaughty said:
    Have you tried upgrading your nwjs?
    Yes, it broke everything and I got scared, heh. Maybe I'll try it again later when I do optimization stuff in alpha or beta.
    Slaughty said:
    It can greatly reduce their size, which reduces the load on the computer. You can lose some gradients and a little bit of detail but it’s more obvious over semi-transparent areas. Could be worth a shot.
    I think this suggests an improvement in RAM performance, which I don't think is the main culprit. The biggest map is the first one, which doesn't seem to be the worst area for people.
    Slaughty said:
    Anywho, really cool game and concept. I’ve been following your progress for awhile and like the direction your game is heading.
    Thanks again! You know, I'm trying to pick games to do for the feedback festival and I might do yours :wink:
  15. Sorry for the wait, I've been busy on top of someone gifting me a copy of Persona 5 Royal, so I haven't been super productive.

    Spoiler
    -Button rebinding is always nice.
    -The font was a bit hard to read. I have poor eyesight, but it might help to make it a little bigger or change it.
    -I liked the intro and general idea of the story, however, the dialogue was a bit hard to get through
    -The first thugs you meet are incomprehensible. I couldn't tell what they were saying and it felt a bit forced in my opinion.
    -I'm personally not a fan of the artstyle, however, most of the maps looked good. The only exception would be the first abandoned building you go into, which was visually chaotic.
    -Sometimes characters would disappear for a frame or two during cutscenes.
    -The little bleeps when characters talked were great. Definitely keep those.
    -The combat was interesting. I didn't get super far (more on that later), but it was better than most RM games
    -The main draw for me was the idea of three characters with dedicated jobs. Usually in a game, I don't like using assess or support skills, because I always want to do damage. Having dedicated characters forced me use more strategy and made combat a bit more interesting.
    -The lockpick minigame was actually pretty fun, although I did find the tutorial to be confusing.
    -After I got back to the base and obtained the map, the framerate started to drop. I tried to continue, helping the old hobo, but the framerate was so low I couldn't get through it. That's where I stopped.
  16. @TRIDIUM Thanks for playing! And don't worry about the wait, you don't owe me anything :hwink:

    A fair chunk of words
    I do want to ask about the frame drops, if I may. Did you play continuously or did you load a save at some point? Did this occur after entering combat in that zone, or just right when you entered the zone?

    I have some stuff I'm working on that should fix some of the frame rate issues, and I'm curious to see if it solves things for the lower end PC's. Although that's another question: how to rate the gaming ability of your PC. I don't want to get too personal there, but last I checked the game runs fine on my 10 year old min spec (although there are still specific issues that trigger drops).

    TRIDIUM said:
    -The little bleeps when characters talked were great. Definitely keep those.
    You know I was just reading some feedback for a different game where players HATED the beeps. I'm glad they're pleasant for you. Maybe I should share my thoughts on how to make dialogue beeps less grating with folks who aren't sure how to fix such an issue.

    I'm glad you seem generally positive on the game. I'll have to consider some of your dings alongside other player feedback before making any changes.

    Thanks again!
  17. woootbm said:
    I do want to ask about the frame drops, if I may. Did you play continuously or did you load a save at some point? Did this occur after entering combat in that zone, or just right when you entered the zone?
    Yeah, it was after I loaded, most noticeable in combat

    As for my PC, I don't know how good it is so I'll share what info I have.
    CPU is a intel i3 6100, 3.7ghz
    16 gigs of ram
    I do have an SDD
    GPU is a 1050ti

    woootbm said:
    You know I was just reading some feedback for a different game where players HATED the beeps. I'm glad they're pleasant for you. Maybe I should share my thoughts on how to make dialogue beeps less grating with folks who aren't sure how to fix such an issue.
    Huh, that's funny. Message sound can definitely be super obnoxious. I guess you could add an option to turn them off maybe?
    woootbm said:
    I'm glad you seem generally positive on the game. I'll have to consider some of your dings alongside other player feedback before making any changes.

    Thanks again!
    Your welcome!
  18. TRIDIUM said:
    The first thugs you meet are incomprehensible. I couldn't tell what they were saying and it felt a bit forced in my opinion.
    I just want to say I felt the same way when I played it, but give it some time and I think it will grow on you - it did for me. I was a hater but became a believer.
    believe.gif
  19. @TRIDIUM Ah, yeah your machine well exceeds what I have as min spec, especially with the SSD. But it sounds like you ran into the big one I have to fix that affects ALL machines :hswt:

    Yeahhhh I should add that dialogue sound option that to my "to do" list, heh. Probably will only take 2 seconds to add!

    TheAM-Dol said:
    I just want to say I felt the same way when I played it, but give it some time and I think it will grow on you - it did for me. I was a hater but became a believer.
    Aw, thanks for believing. I think the thugs' annoying-ness is alleviated by being able to immediately murk them :stickytongue:

    In future interactions, your feelings about NPC's might influence how you deal with them. For example:
    1736302654082.png
  20. 0.3.10 is here! There are two important changes:

    • Fixed issue with framerate tanking after loading a save
    And
    • Non-boss enemies will now gain a big damage buff when they are the last remaining enemy
      • Optimize Melee Approach now has significantly increased effect against enemies with this buff
      • On Casual difficulty, they will instead gain a debuff reducing their HP and Disposition to 1% of max
    The second change is maybe a bit controversial. It's my way of keeping the fight engaging and forcing the player to use good abilities to finish off the last enemy.

    I might do a dev log later to explain the first change. I removed the lighting mod I was using... but the lighting should look mostly the same. How can this be?!

    Automatic Messiah by woootbm
    PS. I should mention this somewhere! Thanks to Slaughty for testing the FPS changes! My lighting change seems to have made some minor improvements to general FPS, but it seems I still have more work to do to optimize the game better.