I've been following this pretty closely since you started the thread here, and I have to say you're off to an awesome start. I like the aesthetics of the travel mode, the fact that the world is not filling up the whole screen makes it feel like you're navigating a map.
Some UI things:
On the ground, it might be useful to let people know when they're approaching a loading area so they can avoid it if they wish. On the same note, the quotes that pop up are nice, but it obscures the view around your character. If you were in the middle of a fight, I might use that loading time to analyze the tactical situation.
For me personally, it is kind of awkward to use backspace as the "go back" key. I instinctively press "escape" if I want to exit something. You could always enable both.
In the skill select screen, you might want to allow people to hold shift + left/right arrows to increase/decrease skill points by 5 or 10 at a time. In general, the 1000 skill points to begin with is huge. I like that things could be fine tailored so much, but I need to sink a lot of time into customizing the character, and frankly the amount of options are overwhelming. The presets are a godsend though.
Anyway, congrats again on your first release.
Thanks, glad to hear it! Specifics: interesting point re: loading screens. I might move them to the very top of the screen instead. I'll add escape in happily. As for the skills screen, it's going to be completely changed for 0.2.0 and replaced with something much closer to a (madly complex) skill tree (I'm currently working on), which will have few initial options and be a much more gradual thing
. A few people have commented on the skills page, and that, combined with the fact that skills of that type have no choices between a or b, or better/worse routes, or specialities or anything else, makes it rather less interesting than the kind of skill tree I'm imagining.
Just downloaded this and got owned by Cyclops. UI is excellent, I can't say much else that hasn't already been said however. It's great to finally be able to play around with this, alpha or no.
Awesome, glad you like the UI! In about a week I'll release a big fix with 0.1.3 so you'll be able to wander around a lot more, and creatures/items will be much, much more visible...
I find it odd that I can slash an ogre's leg to the bone and he still can stand. I think the damage model is a little too generous to the injured. Then I broke his bone, and he still stood and attacked. It's pretty much necessary to break both legs before they fall.
Yep, as I said on the download page, combat takes far too long at the moment. It's going to be significantly reworked for 0.2.0 both in terms of skills that affect combat, and in terms of mechanics, and it will be much quicker (though still equally brutal!). Oh, yes, and one broken leg will definitely knock people down.