KSVreset First of all, horribly sorry for delayed answer. I wasn't feeling well due to abrupt weather changes and it kicked me out of life for a few days.
a thread in the Games section
I'm afraid that I've got "only one shot" at this
So I really want to wait with creating a thread until the game will be at least in Alpha stage (= most of planned game mechanics in place, including the ones that you've mentioned
): this still requires quite a lot of work. Otherwise it might be just "get more eyes on the game" now, but make a bad impression and never get another chance. E.g. adding animations and the overall planned upgrade to how the game looks could make a great difference.
I would prefer human characters
Yeah, I plan this feature. The Character Editor at this point is quite versatile, so that we can have not only furry but also human bodyparts and possibly even an "option" to lock defaults to "only humans", "only furries" or "either". The only thing that limits it now - is that I need to do the drawing
Which I plan for the nearest time. Right now took a "week off" to work on an unrelated NSFW jam game - with one of the goals to learn to draw faster, which to my own surprise I've achieved
I must admit I don't like the fact that maps are tightly packed now. Somehow switching between long and short dash might be not very user friendly. But initially I envisioned maps with much larger open areas. Tight maps also undercut one important feature I want to make: ability to safely stealth around the enemies, as killing most opponents on the level now is the only way to finish the dungeon level. I plan to "upgrade" the map generation algorithm somewhere soon, and hopefully it will show more precisely if this would be enough to fix the dash roll issue, or maybe it would still make sense to add the ability to fine-tune the range of the roll from the Player.
a single huge clump of bad guys
...
Or they gradually lose interest during a prolonged chase
They kinda already have AI that tries to surround the player. However, for now it's pretty simple and maybe I'll need to make something different - but first I want to make a bigger upgrade to AI. Currently we're using TES: Oblivion style stealth system, simply because it was much easier to implement and is more "reliable". I want to remake the whole system into more TES: Skyrim-like one. Currently if the monsters see the Player character they'll chase her for 15 seconds before giving up, if the character is out of sight or out of their detection range. However, I want to make it so that monsters will not be able to "chase character" if they don't see her. This way they'll go to the "last-known" location, and should try searching around the area afterwards. This shouldn't even be hard to implement, but it will create a few issues with balancing of this feature (especially in a tightly packed map
) and will require a lot of testing and tweaking which might take more time.
skill tree or meta progression
I'm itching to make a skill tree (or rather a skill list) as the next big feature. It shouldn't be hard to do. The only problem here is that it will be a save-breaking feature (as will count character levels in a different way), but maybe even this would be possible to fix without forcing starting a new game. But before that I want to finish implementing character bodies and poses.