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It really seems that the movement is really divisive - some people like it and some hate it, I'm not sure what to make of it. I probably could have made it more responsive without losing out on the underwater feel.

Thanks for sharing your thoughts! :)

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I've done something similar for spacecraft, I solved it by buffering the excess mouse movement and continuing to turn to catch up, even if the player wasn't moving their mouse anymore. I think I copied this from the starfighter controls from Star Wars BF2 (2005).

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I took like 30 seconds to turn 180 degrees. However for looking on top and bottom it is faster and better. Maybe when you play it you don't have the same issue. I'm on mac maybe that's it ? But really I finished the game because overall that was a good experience and I loved the puzzles :) 

For some reason the web build is different from windows build. It might be the low framerate on the web build that makes looking around way too slow. Looking around on the windows build is way faster. I must have made a mistake in the code when making the effect...

It might be that. I cannot test right now because i'm on mac (my window PC is broken).

I looked into the code in more detail and I realized I didn't make turning framerate-independant. Well.. I tried, but I didn't do it properly. I used a mix of Time.deltaTime and Time.fixedDeltaTime in Update(), when I should have only used deltaTime. That's why the turning was incredibly slow on anything less than 60fps. Even 60fps was slow since I tweaked the settings when using 144fps...
It's a pretty dumb mistake, but I already fixed it and will update the game when the voting period ends.

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sounds good that the feedback helped you to troubleshoot an issue 👌