Posted November 28, 2019
Hello,
I noticed a spot where it's possible to get out of the game's boundaries towards the end of The Undercrofts. All you have to do is jump towards the skewed tombstone while releasing the blade. If done at the right angle, the engine physics will hurl the player into the air. Attached is a screenshot.
Which brings me to the issue of physics - q1 engine physics can be pretty chaotic when dealing with complex terrain. Q1 had very simple terrain (usually flat surfaces, even slopes at most). Some secret areas can be difficult / tedious just because of how imprecise the player's movements can be due to physics alone (e.g. jumping on the ledges over a lava pool).
Other minor issues I noticed so far:
- enemy hitboxes can be a bit weird (especially the executioner)
- when enemies spawn, for the first second they are invoulnerable. seeing enemies spawn around you and quickly shooting the first one in your way just to see that your shot didn't affect it at all can be a bit annoying.
- the sound when picking up certain items (e.g. slugs) is very quiet, to the point where the player often times doesn't know if they picked it up without looking.
- enemies seem to have problems with navigating around obstacles.
- the fang gun is a bit underwhelming in terms of firepower. i love the design / sound / concept, but atm it's only good for the weakest enemies and sniping.
- the revolver alt fire mode would work great as a single shotgun equivalent if the spread wasn't as wide (meaning if it could reach enemies at a distance). conversely, the double barrel could have a bit wider spread to counterbalance the former (and encourage the player to take the risk and attack at point blank range). at present, the only viable use of the pistol is occasional sniping when you're out of other ammo (which never happens). and it's a shame, as I love it and would love to use it more. It would be a great ranged weapon.
- you can easily tell which coffin has a skeleton waiting inside by shooting the lid from a distance. empty coffins crumble when shot, while the 'full' ones are indestructible until you walk up close.
- there are too many health / ammo pickups, even on hard
- some areas look very similar and it's easy to get lost
- did i mention that q1 physics + complex terrain = erratic player movement?
Having said all that, none of the above impacts the overal gameplay in a signifficant way - in it's current state the game is still miles more polished than your average Bethesda game :P So far I am loving it - the atmosphere, textures, models, sounds and music, weapons, pretty much everything. Can't wait for more!
I noticed a spot where it's possible to get out of the game's boundaries towards the end of The Undercrofts. All you have to do is jump towards the skewed tombstone while releasing the blade. If done at the right angle, the engine physics will hurl the player into the air. Attached is a screenshot.
Which brings me to the issue of physics - q1 engine physics can be pretty chaotic when dealing with complex terrain. Q1 had very simple terrain (usually flat surfaces, even slopes at most). Some secret areas can be difficult / tedious just because of how imprecise the player's movements can be due to physics alone (e.g. jumping on the ledges over a lava pool).
Other minor issues I noticed so far:
- enemy hitboxes can be a bit weird (especially the executioner)
- when enemies spawn, for the first second they are invoulnerable. seeing enemies spawn around you and quickly shooting the first one in your way just to see that your shot didn't affect it at all can be a bit annoying.
- the sound when picking up certain items (e.g. slugs) is very quiet, to the point where the player often times doesn't know if they picked it up without looking.
- enemies seem to have problems with navigating around obstacles.
- the fang gun is a bit underwhelming in terms of firepower. i love the design / sound / concept, but atm it's only good for the weakest enemies and sniping.
- the revolver alt fire mode would work great as a single shotgun equivalent if the spread wasn't as wide (meaning if it could reach enemies at a distance). conversely, the double barrel could have a bit wider spread to counterbalance the former (and encourage the player to take the risk and attack at point blank range). at present, the only viable use of the pistol is occasional sniping when you're out of other ammo (which never happens). and it's a shame, as I love it and would love to use it more. It would be a great ranged weapon.
- you can easily tell which coffin has a skeleton waiting inside by shooting the lid from a distance. empty coffins crumble when shot, while the 'full' ones are indestructible until you walk up close.
- there are too many health / ammo pickups, even on hard
- some areas look very similar and it's easy to get lost
- did i mention that q1 physics + complex terrain = erratic player movement?
Having said all that, none of the above impacts the overal gameplay in a signifficant way - in it's current state the game is still miles more polished than your average Bethesda game :P So far I am loving it - the atmosphere, textures, models, sounds and music, weapons, pretty much everything. Can't wait for more!
Post edited November 28, 2019 by dupadoroty