My run was short lived, but here is what I ran into when I played:
numpad isn't very intuitive even if you intend on using shift for orientation. I'd reccomend dir keys or WASD
The movement was too fast. I would have expected to move one square at a time, but I was going about 3-4 at a time on average, even when I tapped the key lightly. Made it hard to go through doors or corridors or line up with stairs.
When I went up one set of stairs, the room I entered was completely enclosed around my position so I couldn't move in any direction including back down stairs
Thanks for the input! There are still a lot of glitches. I'd also like to add a keybinding menu at some point.
>The movement was too fast. I would have expected to move one square at a time, but I was going about 3-4 at a time on average, even when I tapped the key lightly.
I can't believe I can't run this on my old linux rig that has a geforce 540m. I guess I'll personally be staying with opengl instead of moving to vulkan.
Why would you even use numpad? I had to smash my whole keyboard to find the controls. My fault for not reading the comment below.
Other than that it works ok. Lighting is bugged as heck in corridors.
>When I quickly tap left and then tap down, the character only moves left. You need to add input buffering. Keep a list of all the actions that haven't happened yet.
But the game is turn-based. I'm going for something like this
There are no sprite animations yet, but when the enemies move simultaneously a bunch of turns are being animated at once, similar to mystery dungeon.
>Key key rebind menu is MANDATORY
I don't feel as strongly about rebinding, but I'd hate to release something without it.
>especially if you are going to have something non standard like numpad contrtols
turn based games should also have input buffering. Just because pokemon or whatever got away with not having it (probably because d-pad makes it harder to rapidly tap 2 buttons), doesn't mean you shouldn't have it
Hmm okay. But there are separate keys for diagonal movement so you don't have to press multiple keys, so I don't really understand the issue completely.
I did notice that if I hold down a side key and press an up or down key quickly while moving, oftentimes it gets ignored. I don't like that and I can see how that's a problem if the character is quickly moving around the map and you want to quickly steer where he is going.
But that's if you are already moving. If you are just starting to move, I'd think people would deliberately select a key for whatever direction they are going. And everything happens immediately after you decide where to move, but I suppose that's the problem that needs to be solved.
So I guess the idea is to add a bit of time to accept more input before the character actually moves? Obviously, I can't have the player action change while the player is acting since it's turn-based. I'm not super familiar with this but reading
make a que data structure every input event, if the player presses a movement key, it gets added to the end of the data structure every "turn", if the data structure has any keys in it, it pops off the first one, and does that turn so if i rapidly press 81616416494816 in less than a second, I can sit back and watch as the player character slowly does all those moves.
you can add limits do this, like only allowing the que to have a max of like 3.
Submission 4/4. I warn you, it is bugged as heck. Made with Godon't. I think I've been working on it for a week now? I mention this (not only as an excuse) because its is a real rough experience. Something I want to try that is new is a vision system. The player and enemies both have vision. This system hasn't been fully incorporated yet, but you'll notice the following turn order.
Comments
My run was short lived, but here is what I ran into when I played:
Relevant image of me being trapped for a visual
Thanks for the input! There are still a lot of glitches. I'd also like to add a keybinding menu at some point.
>The movement was too fast. I would have expected to move one square at a time, but I was going about 3-4 at a time on average, even when I tapped the key lightly.
That's strange. I'll look into it.
I can't believe I can't run this on my old linux rig that has a geforce 540m. I guess I'll personally be staying with opengl instead of moving to vulkan.
Why would you even use numpad? I had to smash my whole keyboard to find the controls.My fault for not reading the comment below.Other than that it works ok. Lighting is bugged as heck in corridors.
>Why would you even use numpad? I had to smash my whole keyboard to find the controls.I'm an Elona fan. I think some Japanese games like to do that. In Elona, the controls were weird at first, but eventually, they felt natural.
>Lighting is bugged as heck in corridors.
Okay, I'll look into that. Thanks.
Thanks for the response, it helps out a lot!!
played for 30 seconds
When I quickly tap left and then tap down, the character only moves left.
You need to add input buffering. Keep a list of all the actions that haven't happened yet.
Key key rebind menu is MANDATORY, especially if you are going to have something non standard like numpad contrtols
>When I quickly tap left and then tap down, the character only moves left. You need to add input buffering. Keep a list of all the actions that haven't happened yet.
But the game is turn-based. I'm going for something like this
There are no sprite animations yet, but when the enemies move simultaneously a bunch of turns are being animated at once, similar to mystery dungeon.
>Key key rebind menu is MANDATORY
I don't feel as strongly about rebinding, but I'd hate to release something without it.
>especially if you are going to have something non standard like numpad contrtols
yeah
Thank you for the input, I really appreciate it!!
turn based games should also have input buffering. Just because pokemon or whatever got away with not having it (probably because d-pad makes it harder to rapidly tap 2 buttons), doesn't mean you shouldn't have it
Hmm okay. But there are separate keys for diagonal movement so you don't have to press multiple keys, so I don't really understand the issue completely.
I did notice that if I hold down a side key and press an up or down key quickly while moving, oftentimes it gets ignored. I don't like that and I can see how that's a problem if the character is quickly moving around the map and you want to quickly steer where he is going.
But that's if you are already moving. If you are just starting to move, I'd think people would deliberately select a key for whatever direction they are going. And everything happens immediately after you decide where to move, but I suppose that's the problem that needs to be solved.
So I guess the idea is to add a bit of time to accept more input before the character actually moves? Obviously, I can't have the player action change while the player is acting since it's turn-based. I'm not super familiar with this but reading
https://gamedev.stackexchange.com/questions/43708/fighting-game-and-input-buffer...
It seems 5-10 frames is natural for fighting games at least.
one way to do it:
make a que data structure
every input event, if the player presses a movement key, it gets added to the end of the data structure
every "turn", if the data structure has any keys in it, it pops off the first one, and does that turn
so if i rapidly press 81616416494816 in less than a second, I can sit back and watch as the player character slowly does all those moves.
you can add limits do this, like only allowing the que to have a max of like 3.
Submission 4/4. I warn you, it is bugged as heck. Made with Godon't. I think I've been working on it for a week now? I mention this (not only as an excuse) because its is a real rough experience. Something I want to try that is new is a vision system. The player and enemies both have vision. This system hasn't been fully incorporated yet, but you'll notice the following turn order.
A. Orient yourself with shift + numpad
B. Move with the numpad
A turn consists of A or A then B. Give it a try.