If you can, join the discord and we can go into much greater detail about this.
Muffin Man Productions
Creator of
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I have released the V8.3 update with several improvements to the UI. I did experiment with changing the aiming but I discovered that in order to make the crosshair perform like you suggested, I would have to change it from world space to screen space. The way it works now is the crosshair is always positioned directly in front of your starfighter, so the input delay you are feeling is actually the smoothing being applied to the starfighter's turning. I'm not yet sure if I will change this, since I would essentially need to take input for the crosshair separately.
First off, I would like to say that I really appreciate the time you put in to make a detailed critique of my game. The honest feedback is really important. However, I would like to point out, in case you weren't aware, I am a one man team and 99.9% of the game was coded/designed by me, without using any outside packages, aside from a couple default Unity ones, mainly for the camera transitions. (Some of the 3D models are reused from older games)
That being said, please cut me some slack as I will try to address most, if not all of your suggestions.
First off, as far as the menu goes, while I understand that contrast is important, I have already tried using different color schemes mixed with green, and the current one is what I believe looks best - being the blue and green for buttons. For text without backgrounds, I will try to make the outline more visible.
For the crosshair, I will try to add a system that will improve the visibility on brighter maps, like Hoth.
For the non-world space UI - the reason it is like that was for simplicity on my part and due to how the UI operates on a scripting level - meaning this would require more work to fix. While I do want to change this eventually, I feel there are more important things to work on first.
As far as the target indicators (red and green markers), I will be working on a complete overhaul for those, since I completely agree that it looks bad. I am not sure what the final solution will be yet, but I will update you on what I decide.
And finally, as far as the aiming goes, I will try my best to improve this, since you are not the first to bring up this issue. I will be doing some research on the best way to go about fixing the crosshair movement and provide either a fix in the next update, or respond with my findings.
Again, thank you for your feedback and for playing my game.
Thanks for your feedback. I am currently working on a new camera system that will improve the overall feel of controlling your starfighter and fix the issues when ascending or descending during combat. It will be similar to the feel of Battlefront (2015) but retain the current controls. Additional camera angles that you can switch between is something I definitely want to do as well.
Adding the ability to roll is not something I am currently considering, since the flight controls are supposed to feel like Battlefront (2004), which did not have rolling.
As far as the Instant Action improvements, the only thing I am currently planning is possibly adding a queue system so you can play several levels in the order you choose, similar to the old Battlefront games. However, I may consider adding the ability to set the reinforcement count/score target.