@cybereality
animation:
Yeah, you're correct with the animations, I'm not using root motion is one of the biggest issues and there is A LOT of sliding. I am starting a new list of things to tackle so this is one that keeps spilling over to the next list(bad justing, bad).
graphics:
I can make really good graphics if I choose, but I am leaning on that retro look, not as much as it in fashionable, but because of time constraints and resources, I do model and paint all my textures, aside from some of the foiliage and architechture(some)
scale: I'm not really sure what you mean about the actors not being proportional to the player. I have them all scaled within 1.6->1.8 m..I felt this would be fitting...maybe it's the camera lense? in any case can you elaborate?
texture(pixel to screen ratios):
yes, a lot of these are off...some to scaled...I don't really concern myself with this. I'm using atlases for most things 2048 for all foliage 2048 for all architechture etc...only some of the actors and terrain have their own(not shared) texture.
@Slava
yes, rpgs are a handfull..that's why most of my systems are already done and I am mostly just world building(quests, dialogue etc. Some quests are already in game..like the initial prison camp... I'm not doing a lot of useless quests, most of my boards are a lot of back and forth with a lot of quests relying on one or another...quite a headache and probably my biggest concern.
@Tomcat
playable: It's far from playable..well, it's playable, but because I know all the things that break it makes it easier for me to avoid...I will probably sit on it another year(I'm thinking less, but I also need to allow myself time).
world and map: Yes, all homegrown and hand modeled....it's static. I can make changes and I do from time to time..but then I have to reimport and make a lot of changes to pathing for npcs etc.