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Yoo, ground-type gameplay! I'm always surprised people seem to like the walking/running a whole lot.  Guess Bungie really did hit gold with the vehicle controls in Halo. The lower energy costs definitely feel nice as well.

I've definitely also been hearing a lot of feedback on the enemy missile spam. Probably going to rework some enemies so there's a bigger interval between firing during streams of missiles. That way, you have more time to get out of the way or into cover instead of eating the entire stream in half a second. Alternately, have them fire the missiles in a shotgun-pattern so it's harder to dodge but only half the missiles will ever hit the player.

As for the Ground Burst delay, it probably has something to do with your mech being underweight. At lower weights, you get more speed than usual from your boosters so braking takes a bit longer. Combine that with your Impulse III boosters and boy howdy.

That aside, glad you're enjoying it!

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Wonder if there's a way to increase the braking speed without losing too much max speed so the mech can start running again sooner after bursts while also having enough running speed to dodge attacks, I'll have to tinker a bit. Ideally the mech would go back to running the moment the boost finishes but if that can't be achieved then I'll have to think about it a bit more

I like Ground-type gameplay more because it feels more tactical and I guess "realistic"? not in the mechwarrior sense, it's just that mechs using boost 24/7 as their main method of movement and flying around always felt weird to me. I always liked it more when boost is used in short bursts in conjunction with the movement to achieve good speeds and dodging (something kinda like Titanfall) so I tried to mimic that 

Also I absolutely love melee in this game. Melee weapons feel good to use and are genuinely useful. I think I found out that the sword can do a ground slam from the air when targeting a grounded enemy and it was the coolest thing I ever did. Wish more mech games did weapons as good as you did.

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Hmm true, I should absolutely try and make braking an independent stat instead of just derived from weight.

Low booster gameplay definitely feels more weighty (if that makes sense) with having to turn in wide circles instead of being able to move omnidirectionally seamlessly. Making boosters something you always have to use, else you get punished, has always been my pet peeve about games like AC.

Funny you mention MechWarrior because the walking/running scheme is basically a MechWarrior-style Legs > Torso system but automated to work with "arcade" controls. I actually implemented it as a test when I saw MW5 had a new FPS control mode and it was janky as heck and thought I could do one better. You could say it was heavily inspired by the Scorpion tank controls from Halo.

I actually tried implementing it to work with booster movement and it looks surprisingly natural.


Ditto when used for enemies

As an aside, it's close to how I hope AC6 handles the unlocked combat with free camera and movement. Excited for the gameplay preview later!

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Yeah if I can manage braking, then I should probably be able to initiate running earlier and keep up speed after impulse boosts. 

I didn't play much halo but I did play Destiny which has similar vehicle controls. I've usually not been much of a fan but I didn't realize this was similar.

and I just saw the gameplay showcase for AC6 and I think it looks really cool, can't wait to play that too!