Yeah it definitely could be improved, I think if I was able to get the camera to catch up a bit faster it would alleviate the issue, mouse controls would’ve been a lot easier I think I’m a big fan of the “tethered” flight controls in games like no mans sky. The controls in this game I modelled off the way my flight stick is set up in star citizen.
Galexyofthings
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Thanks for checking it out, I had considered clamping the rotation but wanted to give the player as much freedom as possible when it came to movement. If i had a bit more time I wouldve liked to play around a bit more in blender with the Plane I modelled so that the shader would detect the top edges a bit better because I agree, it can be difficult at times to know where youre facing.
I’m not sure if it counts as a bug if it’s technically unfinished/missing a feature haha. The plane has a constant thrust which increases/decreases based on the pitch (fastest speed is straight ahead) because this uses a curve it was easier to slow the plane down over time by adding a negative force every second so eventually the negative force becomes much greater than the force applied in the forward direction. When you hit a swirly it resets the negative force back to 0 and applies a speed boost for like 3 seconds. I tried playing with a setting that recorded speed and would restart the level if it went below 0 but it causes some weird issues if you accidentally clipped a building so in the end I decided to just leave it in and let the player decide when it was time to restart. thank you for playing!
I was a little unsure how to deal with that as there’s times when you can crash and hit the ground but have enough thrust left to get back up off the ground. I was also worried about what would happen if a player got stuck in a tree or a roof so I decided to leave it up to the player to decide when they needed to restart the game. Thanks for playing
they can be a bit difficult because flying controls often come down to personal preference, I think having the option to swap yaw and roll aswell as an option for inverting pitch it might be easier for the player to pick what feels most natural for them. Thanks for checking it out, I’m looking forward to trying your game I saw it come up earlier and I thought it looked like it might be fun
haha yeah the decision to leave the camera how it is was something I struggled with because sometimes it does make manoeuvring a bit difficult but ultimately I left it how it is because I felt like it was slightly more immersive and reminded me of how throwing a paper plane can be a bit unpredictable.
As other people have suggested the Walljumping mechanics do need a little work, holding left to stay attached to a wall makes it confusing when wanting to jump right, i think maybe slowing the speed of the character could alleviate this. other than that i really liked the sound and artwork and the intro was nice.