Dokimon Quest Soundtrack · published · build 24681077
Hiyo~ So I was working on the dokimon-engine as I continue my development on 'Dokimon Quest: II', and decided to throw a couple things back into this game, as they are pretty substantial improvements without much work or risk of causing issues^^ Lets get right into it!
Added V-Sync
Firstly, I finally went ahead and added a relatively highly requested feature: V-Sync
This should theoretically reduce, or completely eliminate screen tearing for some users that were experiencing it on certain setups. I'd also like to apologize for not adding this sooner. Originally, this was never added in as it caused issues with certain platforms, and I vastly underestimated how many setups could/would run into screen tearing with not offering V-Sync as an option. Regardless, it's in the game now and we will continue to support having it as an option moving forward! Improved Move Prediction
The move prediction has been improved in a couple of ways. Firstly, in previous builds move predict could make you backtrack sometimes, which could be a little jarring in some instances. For example, if you were trying to go right and moved down into an obstacle, move prediction might make you go left instead of continuing to go right. Move predict now remembers which direction you came from, and will continue moving in that direction when hitting a collision if possible. It's a bit hard to put into words, but actually experiencing it might be better:
As you can see from the gif above, the move predict now continues the direction the player was originally moving in to go around the rock, creating for a much smoother experience. Lastly, the move predict in some areas might force you over a cliff/ledge if you ran into a collision tiles. Now, your player will just stop instead, so no accidental cliff-hops should occur from move predict anymore. As an added bonus, we were also able to fix a small bug with cliff hops, so now, players will correctly draw their "walking" frame during a cliff hop, to simulate the look of hopping down the cliff/ledge.
Movepools Balance
Previously, moves had some issues where later moves were learned far outside of what most players leveled their monsters to. This ultimately reduced the usable movepools of many monsters in the game, as many players were completing the game before even unlocking every move a monster could learn. While this hasn't been completely resolved, as a proper fix would include completing reworking the levels of all monsters to bring late game levels up to 50s or 60s, we have reduced the levels of many moves, and re-arranged the movepools slightly to reduce this issue. Players should be able to find the later moves in their favorite monsters movepools much more obtainable, and a more balanced, and consistent allocation of new moves whilst leveling up their party.