I'm not don't worry. This prototype is from April last year iirc. Just potentially my next project so I thought I might as well see what people think of the basic movement as it's pretty unusual.
Fair enough. Like I said in the video, the movement is fine as long as the players know how to use it, so if you were to go forward with that project, you would need to convey it well.
i liked what you have so far, but i`m biased since i like controls that are not immediately intuitive and allows the player to get more skilled with time(many will think this is bad design though). i tried to circle strafe around the aim and it requires tapping W to keep it circular, i then accidentally discovered that you can toggle middle mouse to do exactly that, which is nice. strafing does feel a bit weird, especially when pointing down, i think just a little visual feedback on the ship could help you very quickly see that you initiated a strafe in the wrong direction
the ships looks nice and it`s a nice touch when they bank slightly. the projectiles seem a bit too `spritey`, maybe add some postfx glow or fake it in the texture
needing to release W to press shift+w and dash is annoying
maybe add strafe-dash?
wish there were more enemies or button to spawn enemies for testing
nobody targets iGPU, but if you are curious, it runs at 50fps(20ms) on intel hd graphics 5500
The movement feels terrible with the facing-relative strafing. Either just go for normal twin-stick controls or have Space/Shift control throttle while WASD strafes relative to the screen.
Comments
really short video:
https://mega.nz/file/jF1zlTzB#xUQiVnhGZfplW-W16WnT_HzED8IzwpAachcOpvQtD18
I hope you are not project hopping.
By the way, I thought you deleted your submission because I couldn't find it by game's name.
I'm not don't worry. This prototype is from April last year iirc. Just potentially my next project so I thought I might as well see what people think of the basic movement as it's pretty unusual.
Fair enough. Like I said in the video, the movement is fine as long as the players know how to use it, so if you were to go forward with that project, you would need to convey it well.
i liked what you have so far, but i`m biased since i like controls that are not immediately intuitive and allows the player to get more skilled with time(many will think this is bad design though). i tried to circle strafe around the aim and it requires tapping W to keep it circular, i then accidentally discovered that you can toggle middle mouse to do exactly that, which is nice. strafing does feel a bit weird, especially when pointing down, i think just a little visual feedback on the ship could help you very quickly see that you initiated a strafe in the wrong direction
the ships looks nice and it`s a nice touch when they bank slightly. the projectiles seem a bit too `spritey`, maybe add some postfx glow or fake it in the texture
needing to release W to press shift+w and dash is annoying
maybe add strafe-dash?
wish there were more enemies or button to spawn enemies for testing
nobody targets iGPU, but if you are curious, it runs at 50fps(20ms) on intel hd graphics 5500
I’m more or less okay with the relative WASD. Sort of reminds me of those old isometric racing games, except – no racetrack.
Seems to work. Animations look nice.
The movement feels terrible with the facing-relative strafing. Either just go for normal twin-stick controls or have Space/Shift control throttle while WASD strafes relative to the screen.