Today I have finally been able to play hellslave, I loved it. I have not been able to complete it, but I think I arrived at the last level. There are many things to improve, but even so you can see this demo many things that in Saturn Commercial Games no or at least not without loading the Framerate or Drawn Distance.
I have found some graphic errors and I have some suggestions that you have surely had in mind:
-Sometimes the character gets stuck when going through doors, you have to jump or retreat to enter more through the center.
-The first enemy embodiment of adornment in a cell appears / suddenly disappears if the player approaches / away.
-An enemy cadaver when killing him at a door was frozen in the air, he disappeared by following other enemies.
-The elevators are activated too soon, waiting for the player to come back down to get on (delay 1 second his activation or switch introductions?)
-The dark areas are too dark, I had to look for the blind way always.
-This I do not know how to explain it, in some rooms there are windows from where you can see a nice skybox from a normal position in the room, but if the player jumps or climbs to a table or sofa to look through the window the low skybox Height and the effect is lost (perhaps putting the windows at higher or eliminating platforms to which it climbs this?)
They are just a player's opinions, I am delighted with the demo and everything you have achieved. It is much more than I expected to ever see in a retro homebrew. Thanks
Thanks for the comments,
Are you using an emulator by any chances?
I never encountered the bugs you are mentionning, like the skybox thing which sounds like an emulator issue.
As for the enemies dispearing when too close (like the dead bodies), it was about how the portal culling works, but I changed it recently to use an offset.
I never got stuck on doors, so I really don't know about that. Do you have a way to show me?
As for the elevators, as soon a you touch them they go up, but there is enough time for the player to get on it. Some platforms can move up by using a switch as seen in the factory level, so that's another option.
As for being too dark, several people mentionned it, but it all boils down to individual screens and setup.
I might add a slider to adjust the brightness via the VDP2 in the options, but it might ruin the additive transparency effect.