The camera is very sensitive, the graphics are sorta glitched - but the most important thing works, the crab is climbing. Only climbing headover felt unintuitive, needing to switch from W to S exactly at the top.
Unfortunately, I wasn't really able to play much. I used a mouse and, as others have pointed out, the camera sensitivity is so high that even when I stopped moving the mouse, the camera continued to spin around really fast.
The animations and sound effects could use some work, but the models and textures look nice.
-Almost couldn't figure out the shoot button, because it needs a rev but doesn't play a rev sound effect. Also, I can shoot while the guns are inside my chassis? Doesn't look intentional. Playing with controller, seems straight forward otherwise.
-Foot step sound will play even while falling in the air, this includes a stationary jump.
-Jump is broken. If you press RIGHT while the crab is facing RIGHT from the camera's pov, he will jump BACK(towards the camera). If you press FORWARD while the crab is facing RIGHT from the camera's pov, he will jump RIGHT. Basically, the jump controls aren't rotated based on the camera pov, but the character's local transform or whatever.
-Animation of the legs is still glitchy, the feet don't actually touch the ground, some are at different heights, they step too often, etc.
Having this be a web game kind of puts me off of it, but I suppose it is still just a prototype. The main problem is that it means the mouse sensitivity is crazy high.
There’s no spin up sound for the miniguns which made me think they didn’t work at first.
Your textures look good. Crunchy, grimy industrial is a timeless look. Though the comic skittering of the mech’s legs do undercut the tone. Either embrace the goofiness or maybe make the legs slower or something if you want it to be more serious.
Comments
Please make a non-web version
https://www.twitch.tv/videos/2192335979
The camera is very sensitive, the graphics are sorta glitched - but the most important thing works, the crab is climbing. Only climbing headover felt unintuitive, needing to switch from W to S exactly at the top.
If you made this on raw GL - huge props.
Unfortunately, I wasn't really able to play much. I used a mouse and, as others have pointed out, the camera sensitivity is so high that even when I stopped moving the mouse, the camera continued to spin around really fast.
The animations and sound effects could use some work, but the models and textures look nice.
-Almost couldn't figure out the shoot button, because it needs a rev but doesn't play a rev sound effect. Also, I can shoot while the guns are inside my chassis? Doesn't look intentional. Playing with controller, seems straight forward otherwise.
-Foot step sound will play even while falling in the air, this includes a stationary jump.
-Jump is broken. If you press RIGHT while the crab is facing RIGHT from the camera's pov, he will jump BACK(towards the camera). If you press FORWARD while the crab is facing RIGHT from the camera's pov, he will jump RIGHT. Basically, the jump controls aren't rotated based on the camera pov, but the character's local transform or whatever.
-Animation of the legs is still glitchy, the feet don't actually touch the ground, some are at different heights, they step too often, etc.
Having this be a web game kind of puts me off of it, but I suppose it is still just a prototype. The main problem is that it means the mouse sensitivity is crazy high.
There’s no spin up sound for the miniguns which made me think they didn’t work at first.
Your textures look good. Crunchy, grimy industrial is a timeless look. Though the comic skittering of the mech’s legs do undercut the tone. Either embrace the goofiness or maybe make the legs slower or something if you want it to be more serious.