I am Raygoza and keep contact with mod developers of mods I like, I like to help my offering suggestion and ideas. When it comes to modding I am not good at it, I am only able to change a few things in StarCraft and Homeworld 2.
Maybe consider elements of Dark Soul's combat system, holding a weapon with either one or two hands as well as being able to freely equip any weapon or shield in any hand.
Holding the item in your right hand or with both hands does the same thing if you can change grip. The two attacks are either fast or powerful. weapon in left arm makes you either parry or block and fast attack. Maybe you'd want some inspiration from their system.
Parrying in that game has to be timed right and if done allows for a ripost if you attack after the parry. Ripost damage is quite a lot.
ALso consider dual wielding swords to increase damage by simultaneously using both weapons.
I guess you wont change the 16-bt constructor to a 32 bit one. I'd imagine the reason being that it could have to do with how the code is written and how the data is handled, requiring you to change how it's handled in every case to convert to 32-bit adressing. Maybe you need teh source code to fix it, whatever the reason I don't think you explained what you'd need to fix it.
So now you'll only have a map and the GPS function is gone.
You've found very surprising facts and limits of the engine that never seem to have been known by modders before, I wonder why such info isn't publically available.
I wonder if there are any released games with their engines already pushed to the limits by the developers. Excluding mods from fans.
Most RPGs break immersion by you finding fresh fruit, don't think this'll happen here but just in case keep a check in what type of loot should be allowed if it should be modified by the environment, especially with something that seems common like a barrel.
What engine will this be developed on?
Source 2, Unreal or some other engine?
Should her clothes shine as metal?
At least there's a practical look to it, I mean a square shaped area seems to be the big hangar, could have part of the construction machinery and the upper part is for strike craft.
I'd imagine something like this existing in very big areas and primarily used for supporting a defense fleet.
Looks really cool.
The REARM mod allowed that.
Don't do like many games do and find fresh fruit in caves and the like.
Very nice Pyramid.
I don't know any big changes in the game itself between 1.15.1 and 1.16.1 but this patch seems completely meaningless the only real problem I see here that they fixed is the palette and that already has a fix.
You can just use AP, I take it there wont be many shortenings and people would learn this fast.
Really good, do you think you'd want that with research too?
I wonder if there's any use to get units queued at the reactor too, it does create a problem with not being able to see all the queued units simultaneously and might be problematic when cancelling units. What are your thoughts on this?
Though since it's only basic units being produced in the reactor it might not matter and you'd be able to see the number of queued units trough the Overlay.
I'm worried that Roaches and Ravagers together will leave the Hydralisk out of use the same way you choose between getting either a sunken Colony or a Spore Colony.
With this in mind I do think it'd be good if Ravagers were to be fewer with real supporting skills, Terran has Ghost as their Infantry support too, Protoss has Sentries, Zerg only get Infestors later on.
Just asking not to render the Hydralisk unused not even to the level of SC2 which makes it rarely useful.
The way the building is lit up isn't very realistic to the angle of where the sun is. I don't know how much better it can be, also the edges may have been too sharp on what's a shadow, maybe it could be more blurred the darker it is.
Before playing the video you can see the building, in this case the outside might also look too bright.
The way the fake light comes in is at the wrong angle too.
Technically an older version would likely be more limited, maybe only one portal in the gun for a while, maybe having a limited number of charges for Portal uses or cooldown if too many uses in short amount of time like overheat.
Great feature. Consider Cloaked building look too as the preview.
Have you thought of making a mod that aplies most of your features to the original game?
I think it'd be interresting since you're also fixing a lot of existing bugs.
One thing that bothers one a lot is refining how enemeis find you a bit because in some strange situations they know where you are when they don't seem like they should.
I think you should go for it if you got the dedication, just hope you'll finish this mod too.
You could allow options for several possibilities, static, sliding, fading and possibly some more.
By the way seems you may be the only one who implemented bump or normal mapping in FarCry, thanks for also featuring that in the 2010 mod.
Was it a grass you made or was it already in the game?
Will there be Shuttle engine animations so it looks like they stabilize the ship?
I get the feel that Archons are pure energy, they don't use physical objects, their archon body, what's visible of it I think is materialized energy, their shields the amount of mental damage resistance they can put up as such shouldn't be affected by EMP, their attack is channeling their energy into a bolt or wave or a spell effect.
What's the idea? Single Protoss Archon?
But what I see seems to b Artanis prior to Zeratul's death, next comes an Archon without it's energy ball and then a mix between both models along with Artanis having Zeratul's warp blade in one hand.