Bruhidk wrote:Maybe someone else has already told you about this bug, but I got softlocked at the blind drake bit. I ate an enemy and started manual digestion before letting myself get eaten. The struggling worked for a while, but eventually, I think I heard a sound, it kept struggling to the left regardless of what I did. I waited a while and pressed other buttons, but it was stuck. I think maybe I struggled left on the same frame it finished digestion or something, Idk.
First off, did you mean auto digest or manual digest? Tried reproducing that myself with both, couldn't get it to happen - there are contingencies for starting auto digestion before getting eaten yourself (though I did find a different bug that allowed you to continue manual digestion while being eaten - fixed now though)
It's possible what you encountered was related to the known bug that causes a soft lock while struggling in the blind drake - pressing 3 or more struggle keys at once will cause that issue, do you recall having perhaps done that?
Whisper92 wrote:First, when getting eaten by the Drake, do you think you could simplify the struggle system to one key (you mentioned before that you had an issue with key bindings?) like the space bar, and in situations with a struggle, you have a struggle prompt a la RE4, Dead Rising, etc, pop up? Like, its just a picture with a flashing decal that says [SPACE]?
Secondly, would you mind sharing any common enemy ideas you are planning to develop? I know of a few that you’ve mentioned before and I’ve been thinking of some unique enemies and mechanics that I am willing to share if you are interested.
Simplifying the struggling to a single key seems a bit counter-intuitive to me, as the current setup allows for only a single key to be used anyway to effectively struggle, in addition to allowing specific directional input for struggling so there are varied struggle animations (though I may add a fifth "general" struggle animation when the space bar is used). I feel fairly confident that fixing the soft lock bug won't be too much of an issue, it's just low on my priority list right now considering it'll still take a good amount of time it seems and is an avoidable bug without detracting from gameplay at the moment. I do also have plans to give a little more depth to the struggling mechanics (like using stamina to struggle faster/harder), but I'm trying to steer clear of more quick-time event like gameplay (I haven't played RE4 or Dead Rising so I'm only assuming you're implying quick time events with those, might be wrong).
As for enemies here are some quick-fire concepts I have:
A patrolling guard that shoots straight-line projectiles at the player
An enemy that runs away from the player but heals KO'd enemies and is worth more health when eaten
An anthro-like alien viper enemy (think XCOM)
A stationary guard that takes a moment to aim directly at the player before shooting
Pallet-swap versions of existing enemies which are stronger and also are able to eat the player
A blue electric variant of the blind drake with stunning electric based attacks (the OG blind drake will also get more attacks, including the ability to drip acid on the floor from their tail for AOE damage over time)
As well as further robot enemies with tinies piloting them, though I haven't worked out further details on their behavior yet (perhaps one that is mostly just a scout and alerts other enemies? Or another that traverses vents exclusively?)