Just finished this demo after playing the first. Very good stuff, and I like the changes from V1 to V2. Here are some things that I'd consider adding/tweaking:
- Adding rapid fire to the newspaper shot. As is, there's (sometimes?) a delay after each shot that makes it unsatisfying to use. Could be a bug, as there have been times when repeated presses have yielded expected results.
- Glide capabilities after a dive. This can be done by doing a spin attack after a dive but before a glide, though that probably shouldn't be necessary.
- A grounded roll. When you press the dive button on the ground, it does nothing, which feels off. Adding a roll would fill the slot, and add some grounded movement options.
- An option to invert the camera. It was fine for me, though I'm sure there are some that would greatly appreciate it.
- An option to skip or speed up cutscenes. The opening camera shot was only a few seconds, though the lack of skip option is something I noticed upon playing the demo a second time.
- Some slight automation to the camera. Camera control is always up to the player, which is good, but a lot of modern games nudge the camera in certain directions depending on where you are or what direction you're moving in. Worst case scenario, you can pull a Sonic Adventure and add an option to toggle this.
- Coyote time. Or more of it if it's already present. Couldn't quite tell.
- A jump buffer. There is none at the moment? Or if there is, it's very slight. I understand it might be a bit tricky in your case, because you have glide mapped to the same button as jump, which is a good change, but a jump buffer would still be nice. In terms of implementation, perhaps sensing how close the player is to the ground (raycasts?) to decide whether or not to glide or store a jump.
- An option to cycle through newspaper targets. This is my most iffy suggestion and depending on your level design, this might not be necessary at all, but it could be cool to have puzzles where you need to choose the right target to shoot.
I watched your devlog and found your enemy AI pains interesting. Can't remember how much experience you said you had with code, but making a code-based state machine in C++ could prove easier than whatever solutions Unreal or Blueprints have. Implementation could look something like:
int state;
float distanceToPlayer; //Distance from self (enemy) to player
if (state == 0)
//Point towards and move towards player position
if (distanceToPlayer < 10)
//state = 1;
if (state == 1)
//Attempt to attack player
state = 0;
I am a programming guy, and I prefer handwritten code to visual scripting, so this might not apply to you, but I figured I'd try to help.
Amazing work so far! This has the makings of a full game. I know you said you wanted to keep things small, but I'd consider going a bit further. Perhaps in a possible sequel. ;D