Hmm, maybe the problem is in the values for accel/airaccel/friction then, something definitely feels off. If I just jump around I notice that ai accel seems to be really low compared to max air speed, so if you're running forwards, jump, and then press S it takes ages to actually stop and reverse your momentum, compared to the same thing in CS/HL/Quake.
Back again with a whole new face! It looks amazing and I love the colors and huge hands. I got to the top once again and I was really excited that you plan on letting us climb out of the giant chasm. I liked seeing my speed, I would consider putting that in the final game with clean numbers that round to integers. I found it a bit annoying that hitting a or d while sprinting slowed you to a grinding halt, forcing you to always look forward instead of being able to look around while running. The grapple hook feels nice and its fun to build speed but it seems a bit strong as I can scale walls without too much effort. I would rather see buildings that have way more platforms and using a weaker grappling hook to try to jump from platform to platform. Overall great job with your progress! Excited to see where it goes next!
The Environment was pretty interesting to look at after the Tutorial, movement through it not so much. Even with Sprinting fully enabled, it feels slow, I think it should feel a lot faster, tried a bit to slide+bunnyhop, but never breached 1000 (10m/s if you're using UE default values) by much.
Theres not a lot of verticallity to be gained, regardless of what I tried, but maybe I just did it wrong.
Sliding feels alright, apart from the slow speed, changing directions doesn't, thanks to keeping a lot of momentum in the facing direction, slowing you down a lot.
The Tilt on the Wallrunning is nice, as is the jumping off ( again, ignoring the slow speed overall), peaking over high corners is a nice touch, but it was a bit fiddly to trigger it.
Grappling Hook felt off, was expecting it to give more of a pull, then just hang down from it. Maybe it'll work well the way it is if its used to swing yourself around when you have a lot of momentum, but (at least I) couldn't built that much momentum for it.
>Sorry if I did something wrong No need to apologize for just playing a demo! Yeah, I gotta add more level elements so that way the flat part before the big stones is not as mind numbingly boring as it currently is. >Theres not a lot of verticallity to be gained, regardless of what I tried, but maybe I just did it wrong. You did nothing wrong, unfortunately. I'm planning on adding boost pads that'll shoot the player up & moving geometry that the player can ride up, but I didn't add them in time for Demo Day. >peaking over high corners is a nice touch, but it was a bit fiddly to trigger it. Yeah, a lotta people are having troubles with this. I'm gonna be taking a serious look at it.
And yeah, the grapple has got a lot going on and I don't really teach anyone how to use it--which is a BIG problem & entirely my fault. I really dropped the ball on teaching all the movement options, I see now that I need to be a lot more thorough in the tutorial section.
- if escape shows the menu, escape to return to game would be nice - the menu is unreadable if looking at something white - would be nice to hold [R] to respawn instead of the menu option - consider changing (or adding) sliding to RMB, pressing LCTRL or C when holding shift is tough - wall running feels janky when you run/fall at high speeds and then just get stuck to a wall - hugging a corner and climbing feels like cheating - I did get all the way up one of those hand things, even if it's because of corner hugging - I did even one better, got all the way to the top:
- felt like climbing that endless pole in dragon ball - got real good at wall cheesing by the end
I love surfing so this is definitely my type of a game. I just want to wall climbing to be more polished in the sense that I'd feel like it's something I can be good at rather than feel like I'm exploiting the game: I'm not even sure if you wanted people to get up to the top, since there's no save point. I also forgot there's a grapple in the game, didn't care for it at all. I'd buy a set of increasing difficulty levels with a timer when there's less cheesing. SicTransit? More like Sick Transit.
Damn, I'm surprised you got to the very top of the level wihout using the grapple--especially since I made it harder to climb up by just wallrunning compared to the previous versions. Thanks for the great feedback! Yeah, I gotta lotta work I need to do on the UI. I'm definitely planning to let people set their own keybinds with two options for each, ideally people will set the binding to whatever works for their hands.
>would be nice to hold [R] to respawn instead of the menu option Oof, spiritually this hurts. This was towards the bottom of my Demo Day triage list and I didn't get to it ;_;
>hugging a corner and climbing feels like cheating
Tell that to all the people I dunked on in Titanfall by doing exactly that (^:
Neat movement demo. Had a lot of fun trying to get the bunnyhopping right and slinging myself around with the grapple. ALMOST made it to the top of those hand things.
The tutorial text was kind of hard to read as is, especially since it's glowing white and there are occasionally glowing white objects behind it.
Wallrunning felt a little floaty, since I could almost scale verticle walls just by wiggling a bit and mashing jump.
Overall a lot of fun, looking forward to seeing what other game elements get stuck in this world.
Thanks, bud! Yeah, the text is kinda fucky atm, I gotta rebalance all my lighting better in the future.
You CAN actually scale walls by just wallrunning with enough patience, I toned it back a lot from previous versions, but if someone wants to scale a wall that way who am I to stop him?
Thanks! There is a bit of an "input cooldown" that's supposed to represent the player chracter securing his grip and everything but it's probably holding back the movement flow.
The aesthetics are really nice with most of everything in the demo. I do have a complaint about the movement. Titanfall is pretty fast and I found it really weird how slow the character is. I was confused if I was walking or sprinting with the sprint feeling like it should be the normal walk speed. Moving left or right even a tiny bit by barely touching the D or A keys also goes into walk mode instead of sprint mode. I think you should remove walk mode all together and make the sprinting faster due to how much space there is to walk through. Everything else is excellent.
Great points, I'll make it easier to move left & right while sprinting. It's my fault for not tutorializing this, but did you try bunnyhopping? Part of the reason I made it so big is because you can really zip around with that.
Comments
http://adrianb.io/2015/02/14/bunnyhop.html
I deleted my French comments for this
Hmm, maybe the problem is in the values for accel/airaccel/friction then, something definitely feels off. If I just jump around I notice that ai accel seems to be really low compared to max air speed, so if you're running forwards, jump, and then press S it takes ages to actually stop and reverse your momentum, compared to the same thing in CS/HL/Quake.
Yeah, different values different behavior. That's just how it is.
Back again with a whole new face! It looks amazing and I love the colors and huge hands. I got to the top once again and I was really excited that you plan on letting us climb out of the giant chasm. I liked seeing my speed, I would consider putting that in the final game with clean numbers that round to integers. I found it a bit annoying that hitting a or d while sprinting slowed you to a grinding halt, forcing you to always look forward instead of being able to look around while running. The grapple hook feels nice and its fun to build speed but it seems a bit strong as I can scale walls without too much effort. I would rather see buildings that have way more platforms and using a weaker grappling hook to try to jump from platform to platform. Overall great job with your progress! Excited to see where it goes next!
The Environment was pretty interesting to look at after the Tutorial, movement through it not so much. Even with Sprinting fully enabled, it feels slow, I think it should feel a lot faster, tried a bit to slide+bunnyhop, but never breached 1000 (10m/s if you're using UE default values) by much.
Theres not a lot of verticallity to be gained, regardless of what I tried, but maybe I just did it wrong.
Sliding feels alright, apart from the slow speed, changing directions doesn't, thanks to keeping a lot of momentum in the facing direction, slowing you down a lot.
The Tilt on the Wallrunning is nice, as is the jumping off ( again, ignoring the slow speed overall), peaking over high corners is a nice touch, but it was a bit fiddly to trigger it.
Grappling Hook felt off, was expecting it to give more of a pull, then just hang down from it. Maybe it'll work well the way it is if its used to swing yourself around when you have a lot of momentum, but (at least I) couldn't built that much momentum for it.
Sorry if I did something wrong.
>Sorry if I did something wrong
No need to apologize for just playing a demo! Yeah, I gotta add more level elements so that way the flat part before the big stones is not as mind numbingly boring as it currently is.
>Theres not a lot of verticallity to be gained, regardless of what I tried, but maybe I just did it wrong.
You did nothing wrong, unfortunately. I'm planning on adding boost pads that'll shoot the player up & moving geometry that the player can ride up, but I didn't add them in time for Demo Day.
>peaking over high corners is a nice touch, but it was a bit fiddly to trigger it.
Yeah, a lotta people are having troubles with this. I'm gonna be taking a serious look at it.
And yeah, the grapple has got a lot going on and I don't really teach anyone how to use it--which is a BIG problem & entirely my fault. I really dropped the ball on teaching all the movement options, I see now that I need to be a lot more thorough in the tutorial section.
- if escape shows the menu, escape to return to game would be nice
- the menu is unreadable if looking at something white
- would be nice to hold [R] to respawn instead of the menu option
- consider changing (or adding) sliding to RMB, pressing LCTRL or C when holding shift is tough
- wall running feels janky when you run/fall at high speeds and then just get stuck to a wall
- hugging a corner and climbing feels like cheating
- I did get all the way up one of those hand things, even if it's because of corner hugging
- I did even one better, got all the way to the top:
- felt like climbing that endless pole in dragon ball
- got real good at wall cheesing by the end
I love surfing so this is definitely my type of a game. I just want to wall climbing to be more polished in the sense that I'd feel like it's something I can be good at rather than feel like I'm exploiting the game: I'm not even sure if you wanted people to get up to the top, since there's no save point. I also forgot there's a grapple in the game, didn't care for it at all. I'd buy a set of increasing difficulty levels with a timer when there's less cheesing. SicTransit? More like Sick Transit.
Damn, I'm surprised you got to the very top of the level wihout using the grapple--especially since I made it harder to climb up by just wallrunning compared to the previous versions. Thanks for the great feedback! Yeah, I gotta lotta work I need to do on the UI. I'm definitely planning to let people set their own keybinds with two options for each, ideally people will set the binding to whatever works for their hands.
>would be nice to hold [R] to respawn instead of the menu option
Oof, spiritually this hurts. This was towards the bottom of my Demo Day triage list and I didn't get to it ;_;
>hugging a corner and climbing feels like cheating
Tell that to all the people I dunked on in Titanfall by doing exactly that (^:
Neat movement demo. Had a lot of fun trying to get the bunnyhopping right and slinging myself around with the grapple. ALMOST made it to the top of those hand things.
The tutorial text was kind of hard to read as is, especially since it's glowing white and there are occasionally glowing white objects behind it.
Wallrunning felt a little floaty, since I could almost scale verticle walls just by wiggling a bit and mashing jump.
Overall a lot of fun, looking forward to seeing what other game elements get stuck in this world.
Thanks, bud! Yeah, the text is kinda fucky atm, I gotta rebalance all my lighting better in the future.
You CAN actually scale walls by just wallrunning with enough patience, I toned it back a lot from previous versions, but if someone wants to scale a wall that way who am I to stop him?
It felt very clunky. When trying to mantle I wasn't sure if I needed to press the W key twice, because it didn't work immediately.
Thanks! There is a bit of an "input cooldown" that's supposed to represent the player chracter securing his grip and everything but it's probably holding back the movement flow.
Admittedly I wasn't playing very long. I was streaming and the stream of your game looked very wrong. You can see it here:
Yeah, that aint right. I wouldn't have played it for half as long as you did. So you're getting the messed up color in game or just your recording?
It was just in the recording. The game itself looked correct.
The aesthetics are really nice with most of everything in the demo. I do have a complaint about the movement. Titanfall is pretty fast and I found it really weird how slow the character is. I was confused if I was walking or sprinting with the sprint feeling like it should be the normal walk speed. Moving left or right even a tiny bit by barely touching the D or A keys also goes into walk mode instead of sprint mode. I think you should remove walk mode all together and make the sprinting faster due to how much space there is to walk through. Everything else is excellent.
Great points, I'll make it easier to move left & right while sprinting. It's my fault for not tutorializing this, but did you try bunnyhopping? Part of the reason I made it so big is because you can really zip around with that.
I tried bunny hopping a bit. It's really fun. I would say you should put that in the tutorial somehow.