Forge Industry

Forge Industry

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Intekin 11 Aug, 2023 @ 12:49pm
First impression of the Demo
I played a bit of the demo and here is my first thoughts. Maybe some of these things are fixed in the full game, I don't know.

From the top, we begin.
Settings
- Bind some text boxes to show values for the sliders, all the sliders. Especially in Sound tab.
- Graphics tab need a scrollbar or atleast a slight adjustment to the UI so all the settings fit on the paper, looks a little lazy having it stick out a few pixels.

Art
-Inconsistent mesh resolution/detailing on buildings and environment.
-Some buildings need an extra art-pass since they are not polished enough.
--Example: Recreation Area's chimney has an backface culling issue

Other thoughts:

Route management is a little annoying, probably should change it to be a form of efficiency thing, instead of a must have for everything. Since telling the route system to go with x amount of iron and wood to rebuild Architects Atelier just feels not fun.

Maybe just add an button that puts out an order for stuff for resource payment things. And have unused workers carry stuff there slowly, very slowly. So that you want to put up an route to increase worker efficiency.

Worker pathing behavior is odd at times. As in they sometimes try to avoid each other and sometimes not.

Could probably use some Visual indicators on the buildings resource amount.
-Example: the Woodsaw. Have like 10 logs and 10 planks that tells the player if something is missing or full. Then you can see if there are a shortage of logs without even clicking on the building. And if it has 3 logs then you see three logs. more than 10 logs and you just see 10 logs.

Clicking on Return to Main Menu did noting but pause the game and close the UI.

Thats it for now. Hopefully this is of some help to make the game a little bit more immersive/fun.
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FreeFury  [developer] 11 Aug, 2023 @ 10:23pm 
Besides the locked features, the demo and the full game should be pretty much in sync.


Originally posted by Intekin:
I played a bit of the demo and here is my first thoughts.
First off, thanks for playing the demo :lunar2019piginablanket:


Originally posted by Intekin:
I played a bit of the demo and here is my first thoughts.


Originally posted by Intekin:
Graphics tab need a scrollbar or atleast a slight adjustment to the UI so all the settings fit on the paper, looks a little lazy having it stick out a few pixels.
Yeah, that was inconsistent on our part, it has been fixed for the next update.


Originally posted by Intekin:
Art, inconsistent mesh, polish and backface culling issue.
"You can almost see which buildings were made first during development, as the quality generaly improves the later buildings are added to the game. We are planning on overhauling certain buildings still, such as the Forge. A backface culling issue is a whole different story, this will be fixed ASAP." - Our art person.


Originally posted by Intekin:
Route management is a little annoying
I'm not certain that we'll be putting a way to let workers slowly carry stuff over on their own, as that brings a host of other issues with it (workers have influence on other workers on the road, I clarify that further down. We are looking in further adjustments to the route screen in order to make it as effortlessly as possible.


Originally posted by Intekin:
Worker pathing behavior is odd at times. As in they sometimes try to avoid each other and sometimes not.
It depends on the roads and how many workers there are. Your starting dirt roads can only hold a maximum of two workers on them at once, so if you have three workers trying to go across a single piece of dirt road at once, you will notice one of them waiting or even backing up to let the others cross. Now, not to say that it's impossible there are any bugs there, but we haven't seen any unexpected behaviours from it in the last few months.


Originally posted by Intekin:
Could probably use some Visual indicators on the buildings resource amount.
Next update actually has code support for this, where we can visually represent the percentage of storage we have in the world. The timeline when this will be implemented for a lot of buildings is up in the air, but we are playing with the idea.


Originally posted by Intekin:
Clicking on Return to Main Menu did noting but pause the game and close the UI.
That... obviously should not happen. :lunar2019piginablanket:



It was definitely a helpful post, thanks for trying out our demo! We'll definitely use this feedback to improve our game!
Intekin 12 Aug, 2023 @ 6:38am 
I did play the demo for longer then I actually intended. Around 1h I think. It was kind of fun just poking around and trying to figure out how the game works. Since the gameplay is not very intuitive. It takes some time to puzzle the pieces together. But then again i did not open the in-game wiki at all, so maybe some things are explained there that would have made the experience a bit more enjoyable.

I did not realize that there was an limit on the amount of workers per road segment. But that does explain all the oddities i think. Especially when i doubled the main roads width and the issues disappeared. Oh, is worker mesh overlaps a feature or bug?

I shall try to fit in some more time to play it again and see if i have something more to say about the demo. Maybe I will even wishlist it. :3
FreeFury  [developer] 14 Aug, 2023 @ 6:44am 
We'll be reworking the tutorial soon to be more helpful :)
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