Hello there,
Just some quick feedback after a guild run at Risar Dungeon:
1. Outside terrain needs optimization. The approach and outside surface of the dungeon is very laggy, but once you dip down the first flight of stairs everything returns to normal.
2. Risar AI pathing needs work, it frequently becomes stuck in walls/floors/under stairs/on objects.
3. Some wall torches give extremely little or seemingly no light.
4. Enemies need more variety (Note: Please do not implement groups of hitscan archer Risars that ignore shields like guards do.)
5. Respawn timers are a little odd; Some Risars will respawn several times before the first Risar in a distant group will.
6. There's a lot of very interesting objects in the dungeon, but it needs more things you can interact with.
7. Rarely, a Risar that gets to low HP will run away and phase through a wall.
8. Risar attack animations do not always play. In some cases, they will do a bizarre behavior of sheathing their weapon and attacking you a couple times before drawing it again.
9. Risars will sometimes spawn stacked inside of each other, leading to situations that looks like 1 but is in fact 3 occupying the same exact space.
Edit: Otherwise, the dungeon is fun and I'm impressed by how deep it really is. There's a lot of side paths and even some connecting paths that make it possible to take alternate routes or for small characters to slip through and evade groups of Risars. Stuff like that is fun and engaging. It's a very ominous place and the way their eyes are the only thing you can see in total darkness is very spooky. Once it has a boss, stuff to interact with (How about some pickables?), and a few different kinds of enemies it will be a really neat place.
Just some quick feedback after a guild run at Risar Dungeon:
1. Outside terrain needs optimization. The approach and outside surface of the dungeon is very laggy, but once you dip down the first flight of stairs everything returns to normal.
2. Risar AI pathing needs work, it frequently becomes stuck in walls/floors/under stairs/on objects.
3. Some wall torches give extremely little or seemingly no light.
4. Enemies need more variety (Note: Please do not implement groups of hitscan archer Risars that ignore shields like guards do.)
5. Respawn timers are a little odd; Some Risars will respawn several times before the first Risar in a distant group will.
6. There's a lot of very interesting objects in the dungeon, but it needs more things you can interact with.
7. Rarely, a Risar that gets to low HP will run away and phase through a wall.
8. Risar attack animations do not always play. In some cases, they will do a bizarre behavior of sheathing their weapon and attacking you a couple times before drawing it again.
9. Risars will sometimes spawn stacked inside of each other, leading to situations that looks like 1 but is in fact 3 occupying the same exact space.
Edit: Otherwise, the dungeon is fun and I'm impressed by how deep it really is. There's a lot of side paths and even some connecting paths that make it possible to take alternate routes or for small characters to slip through and evade groups of Risars. Stuff like that is fun and engaging. It's a very ominous place and the way their eyes are the only thing you can see in total darkness is very spooky. Once it has a boss, stuff to interact with (How about some pickables?), and a few different kinds of enemies it will be a really neat place.