Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)
if it's supposed to be more arcadey or more realistic
Having to switch with 1 and 2 between aiming and not feels awkward

At the moment I'm on the fence on whether I'm going to have a simple third person aim system or a more diegetic system which has the player switch between vision ports, periscopes, recon drones, weapon sights and hatches.
I'm leaning towards the former but I'm gonna need to test both systems out before I decide what to go for.

Movement is definitely going to stay on the arcadey side, the current tank does feel a bit weightless but in general the player will control fast light tanks, so I have to find a fine balance.
For now the physics will continue to take priority.

Anyway thanks for playing and thanks for the feedback, I'll do my best.