#Final polishing steps for the game's release

4 messages · Page 1 of 1 (latest)

gritty ledge
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My post will only cover the points I personally noticed in animations, voice lines, etc. That's why there are so few of them.
If you have anything to add, please add to this list. I hope the developers will read this, although they'll probably already have a lot of what we write here in the works:

    • Grate/Lebox animations:
      When a monster places a bunny in a Lebox or cage, it would be nice to see an animation of the monster actually "throwing" the bunny into the hole. Perhaps it could be something like opening the grate with its left hand (if it's a cage) and gently tossing the bunny in with its right.
      The bunny itself can be upside down in the cage, but when the cage closes, it stands up (or sits on its butt, and if it's not trying to get out, it just sits with its head down; if it's trying to get out, it gets up and makes some hand movements).
      If a monster throws a bunny into a Lebox, as we know, it gets up, and, for example, when a mage throws a bunny into a Lebox, the Lebox's tongue starts to twitch. Hold it (upside down, since it was thrown, as I wrote earlier) and everything will remain unchanged as is at the moment.

I'd also like to point out an important point: if the lebox/grate has a mousetrap on the lock, then when the monster reaches for the grate to open it, we see an animation of its fingers being pinched by the mousetrap. Perhaps we should add some sound effect for both the mousetrap and the monster itself.

    • There's no status change for players when they look at the information summary when pressing "TAB." I'm not sure if this is even planned, but when I pressed "TAB" every time, each bunny player showed up in the table as if they were playing dead. I don't think we need to implement a player status system like we already see in the HUD, but a status like "doing something/playing dead/dead" should be added.
    • There's no animation when the bunny approaches the rope to Climb down it, and in the blink of an eye, the bunny goes from looking at the rope to sliding down it. I think it's worth making a very fast animation that will play when the player on the bunny holds down the "E" key.
    • We need to remove the footsteps heard after the monster enters the booth and uses the teleporter (after the booth doors open again, thus showing that the booth is empty, players nearby hear 2-3 steps of the monster, as if it had exited the booth invisibly).
    • In principle, adding some "ahs" or "sighs" might slightly contradict the game, in which bunnies are not quite living creatures and cannot experience fatigue. But maybe it wouldn't be a bad idea to add faint sounds of the bunnies, for example, when they pick up a gear and drag it, or when it is inserted into a mechanism (after all, we have the sounds of bunnies jumping, so... Why can't there be sounds like that, even though they're audible?

At the same time, adding such sounds to the monster isn't a good idea, since I don't think it puts much effort into lunging when grabbing the bunny (but adding a "surprise" sound when the mousetrap hits its hand, whether it's on the cage or the lebox, would be an exception, as it's a surprise emotion).

    • I'd like to add a slight sway to the Lost Hat's bunny legs, and at the very bottom of the hat (inside it), add a drawing of the universe swirling like a spiral, something like a purple whirlpool. I think this animation would emphasize that the bunny is escaping into some kind of portal (even though bunnies won't often see this part of the hat due to their height, but when playing as a monster, this detail would add atmosphere to the game).
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    • We need to come up with some solution for the bunny getting the key out of nowhere; maybe we should make an animation. How he gets it out of his pocket (a difficult situation, because suggesting that it shrinks when put in the pocket isn't very practical, since when the monster grabs the bunny and shakes it, a full-size version of the key flies out. So, we need to change the animation for the monster when it gets the key this way or find an alternative).
    • Perhaps we should add an animation for the monster when it closes the doors - something like waving its hand or holding out its index finger and moving it in a circle in the direction the wheel on the door opening/closing mechanism rotates.
    • The animation for the monster loading the key is slightly broken and is based on its default model. If the monster has a different headdress, it literally grabs empty space and inserts the key into its head. I think it wouldn't be a problem to add a dynamic height property to the "headdress" object and attach the palm specifically to the top of the headdress.

P.S. - Maybe adding some sly stuff. with a mug of beer somewhere on a bench or a small dusty poster from a cartoon frame that the developers posted on YouTube may be located in some inconspicuous place as a reference to previous works

silk oar
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This is a thing that players found out and they want to preserve that so thats a no already from the devs back then

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It takes the skill out of it otherwise