looks like the gameplay is pretty much the same... since we are meant to flap so much, and repeatedly, then why not let me hold the button? i think going greyscale is an improvement. gives the idea that its dark and this is your night vision. wish the humans had some reaction to my presence once im close enough. when i read your post i could not believe that so much time has passed. your song is nice, and fits the `chill ` vibe of the game. and of course, Tomo`s models are full of soul(the good kind). i think you can still make controlling it more responsive while still retaining the physical feel of flying by adding a bit more of sideways force, especially when i`m activelly trying to `steer` and the bat still has some roll
Viewing post in BATTY VAMPS jam comments
Thanks for playing and the feedback!
since we are meant to flap so much, and repeatedly, then why not let me hold the button?
Flapping will definitely get an overhaul at some point. Part of what I want to do is see if I can make it fix your below feedback:
i think you can still make controlling it more responsive while still retaining the physical feel of flying by adding a bit more of sideways force, especially when i`m activelly trying to `steer` and the bat still has some roll
I'd like to make flapping the way you 'power' your way through turns. While you're rolled into the turn, flapping generates force in an upward direction relative to Batty so if I give the player more powerful flaps they should be able to essentially get that 'sideways' force and flap mid-turn to make the turn tighter. This may require a flying tutorial to make clear.
So I'm thinking tie flapping to a stamina meter so players can have powerful flaps at their disposal at the expense of stamina. The power of the flap may need to be tied to how long they hold the flap button, so I'll have to see if I can do an auto-flap for holding the button as well. Or maybe flapping comes from an analog control like a gamepad trigger?