Next Demo Day I will have user input control, basic resolution options, camera adjustment options for testers, and I'll make the level(s) more camera-friendly.
The Ledge Hanging into Climb Zone state is absolutely necessary.
While in a ledge drop, pressing the key to let go can feel weird when your brain is wired to "press key to climb" so I will look into streamlining a climb based on user input over time against a climbable object. The "press key to let go" during a ledge drop will probably stay though, since it is also that way in a climb zone.
I'm not actually using physics. I am tweening movement variables fed to a controller during runtime depending on the state. I am honestly a beginner so I don't know any better, but this is the most comfortable way to progress my locomotion. It will need lots of tweaking to feel like a physics system though.
The "escape to get out of quit menu" is super helpful too. I will have a more involved pause/quit menu in the future.
Your input was really helpful to me. I am super motivated and I hope you will play again next Demo Day!
Controls feel reasonably intuitive. Jumping being automatic might be a negative if this game will eventually feature segments that are more action-oriented, but I like it for streamlining the controls for a more narrative-focused game.
It is a bit weird for 'f' to climb up ledges when you're grounded, but drop down from ledges when you're clinging to them in the air. Maybe pressing down could drop from ledges instead seeing as pressing up does the opposite?
There will be combat in this game but the primary focus first and foremost is adventure. Maneuvering through the levels and exploring will be the core of the gameplay, combat will usually be incorporated as something that you deal with, but not the focus generally.
I realized with locomotion systems like this I will need to focus the most on level design above all else. Designing areas with obtuse geometry or fighting on uneven terrain are things I want to avoid.
It does seem to be a bit weird to have the interaction key as "Let Go" during a ledge drop. My current reasoning is that Climb Zones function the same; where you reach the edge and you climb up, pressing the key lets go.
I could refactor grounded climbing to be streamlined with a confirmation delay while colliding, but this could also introduce awkward scenarios.
It is something that I am very glad to get feedback on and I will continue considering my options. Thank you again!
Comments
Thanks for playing PHI!!
Next Demo Day I will have user input control, basic resolution options, camera adjustment options for testers, and I'll make the level(s) more camera-friendly.
The Ledge Hanging into Climb Zone state is absolutely necessary.
While in a ledge drop, pressing the key to let go can feel weird when your brain is wired to "press key to climb" so I will look into streamlining a climb based on user input over time against a climbable object. The "press key to let go" during a ledge drop will probably stay though, since it is also that way in a climb zone.
I'm not actually using physics. I am tweening movement variables fed to a controller during runtime depending on the state. I am honestly a beginner so I don't know any better, but this is the most comfortable way to progress my locomotion. It will need lots of tweaking to feel like a physics system though.
The "escape to get out of quit menu" is super helpful too. I will have a more involved pause/quit menu in the future.
Your input was really helpful to me. I am super motivated and I hope you will play again next Demo Day!
This honestly sounds harder to me but you should talk with someone more experienced with this technical stuff than myself.
Short demo. Not a lot to say.
Controls feel reasonably intuitive. Jumping being automatic might be a negative if this game will eventually feature segments that are more action-oriented, but I like it for streamlining the controls for a more narrative-focused game.
It is a bit weird for 'f' to climb up ledges when you're grounded, but drop down from ledges when you're clinging to them in the air. Maybe pressing down could drop from ledges instead seeing as pressing up does the opposite?
Thank you so much for playing.
There will be combat in this game but the primary focus first and foremost is adventure. Maneuvering through the levels and exploring will be the core of the gameplay, combat will usually be incorporated as something that you deal with, but not the focus generally.
I realized with locomotion systems like this I will need to focus the most on level design above all else. Designing areas with obtuse geometry or fighting on uneven terrain are things I want to avoid.
It does seem to be a bit weird to have the interaction key as "Let Go" during a ledge drop. My current reasoning is that Climb Zones function the same; where you reach the edge and you climb up, pressing the key lets go.
I could refactor grounded climbing to be streamlined with a confirmation delay while colliding, but this could also introduce awkward scenarios.
It is something that I am very glad to get feedback on and I will continue considering my options. Thank you again!