I've read in your change log that suggestions are welcome, *snip
Optimization
This is a really tough one. For starters developing for Unreal is a constantly moving target. Since the engine is always evolving and changing there's new features and old features get updated. Also I'm not an expert when it comes to technical stuff. I do my best to keep things optimized to the best of my knowledge but it's never going to be the same as having a dedicated tech person that does this professionally.
My best recommendations for lower spec machines though is the pretty standard stuff. In the options menu cap the frame rate, bring down the resolution, and turn the vfx down. It's going to start hitting the visual quality but it hopefully won't burn out anyone's PC that way.
Construction stuff
Yes and no. There's a rough object placement system for items and furniture and stuff already in the game and there's a test house that will save whatever the player's put in that house.
The longer term projects - this is probably one of those "eventually" things. The base functionality is in there and at one point I had it mostly working so the player could help upgrade the alchemist's shop like getting her setup and helping her stock the shelves with new items. Thins like that will probably happen it's just a lot of scripting and dialogue to do it and I revamped the entire quest system around the time I jumped to UE5
Character appearance
This is tough because things are in 3d and there's all sorts of clipping issues that I'm already trying to deal with. There's also the issues of getting the player armor to fit wildly different body shapes and styles. When I designed the system I tried hitting a decent middle ground that balanced a certain amount of jank with giving the player control over their appearance. So beyond what is in character creation? Probably not. But capping it during character creation? That's totally possible. Spillthebeans' point of having the sliders locked during character creation but then give the player the option to unlock them too is probably the best course of action. My only remaining hesitation at this point is where to set the default values? Like even if it isn't intentional it still says something when the dev is like "here's the default body / appearance".
Appearance changes as quest rewards
Totally! This is just a matter of writing and designing the quests at this point. I'm pretty sure I have all the functionality there already.
Glowing stuff
Maybe? I hadn't thought about this or heard this as a request yet. I've got to go back and do a polish pass on the human head textures at some point to fix up the long load times on the eyebrows. Hmm. Glowing eyes is probably the easiest, glowing hair probably wouldn't be too bad. Nails? The way things are setup that would be an entirely new map to spin up for a relatively small character detail. Not off the table definitely. At that point it would be almost worth adding the glowing tattoos / runes from the Fable games to the player. But is there a specific game or target that you have in mind?
On the eyes too... I might end up doing glows for vampire / werewolf eyes, also for things like charm magic adding fx to them (depending on how visible that is from a distance). Not too sure if the systems would conflict at all though.
Thanks for the suggestions! It's super helpful knowing what people playing the game are looking at and what people want to see. Feel free to drop more ideas, just the same warning that there could be limitations and stuff!
I kind of like this idea too but maybe as a toggle in the options so you can choose to have unlocked sliders or restricted, that way you wouldn't have to worry about expanded sliders interfering with animations anymore than they already do at their current limit.
Yeah, I think this is probably the way I'll end up going. I need to polish the character creation and its UI at some point too. But it's relatively low priority as I want to focus on building out the in game content first.
am i the only one who stuck?? at this rainbow screen i think it cause by "microsoft visual c++" if my memory was correct it want me to reset it but idk how how ever i manage to get in the game but it was like this
Hrm... that doesn't look so good. My guess would be that it's a hardware issue? Have you run into any issues with other Unreal Engine 5 games? The min specs seem to be something roughly like this
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I'm not sure what the visual c++ error could be? Do you have a screen capture of the error message?