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Spartizant

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A member registered May 25, 2022 · View creator page →

Creator of

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My goal is to have original designs. Newer vehicles should fit that criteria better.

Nice!

Reuse of other vehicles' chassis is very common IRL. 

Sure but often with modifications like swaping crew place, engine and transmission, the amount of wheels because of different weight distibution etc

In your case Im just telling that symmetrical things are just boring for the eye in general, so you can move the cabin with the gun on the backside and give it an asymmetrical shield for example

Well I am not a wargame player and was rather bad at RTS so do not take my opinion seriously

Did you press tab by mistake? In debug mode you can control enemy units.

Yeah seems so

Units can run out of ammo

Didnt notice that, still advise you to make more descriptive and reactive icons so you can see whats going on without clicking on every unit

They're final-ish. The textures and mesh might receive improvements but their overall design won't change.

They look good  but just a little too generic for my taste

The infantry looks nice

I like the recon car shape and it will look great with some additional details on geometry and texture

The truck is also good but gives off too civilian impression somehow

But the tank is just pz3 and I dont know why to use it in something historically non-accurate instead of charismatic things like early french tanks for example

Same goes with the artillery, you just slapped a box thing in the middle of pz3

Amazing art in the main menu, did you draw it yourself?

Can you add the main commands as buttons somewhere in ui

Aslo it will be good to have this commands over units heads statuses as they follow them and make them color-coded

It feels like the motor sfx is bugged

Units randomly stop shooting or even stop completely, at the same time I suddenly got control over enemy unit so maybe this is related 

Also are your units models final or wip?

Ok, I still dont see any bonuses for immersion but maybe your execution will show it

To be honest for me it looked like a helicopter with invisible/lagged propeller, so maybe add some flame to thrusters and even contrails as it flies away?

Well this is exactly my point

How is it more immersive to supposedly freely roam for hundreads or thousands killometers, spending days on it and receive zero punishment?

Classical global map gives you feeling that you planning your future operation from the headquarters, precisely choosing the time and location, so maybe you should look at this direction?

Also just remembered, do the player transported by a helicopter or something jet-propeled? If former then give it a propeller, overwise add some exhaust please

Dont remember anything about the bug, it occurred only once so maybe it was on my end anyways

Didnt notice the mouse option, still not convinient at all! I see no reason to represent the player on the global map unless you have a specific mechanic for this like spending fuel or time to move on the map, or maybe random encounters

It would be much better to just drag the map around with the mouse and hover cursor over missions, for me your current decision looks like something azuredev would make

I think I was using smart gun, selfguided missles and burning grenade, I was standing next to a tank and it was ready to shoot at me

If you make a platformer you need to make jumping feel good!

You change jump force or/and gravity non-linary to remove this floaty feel

When you press jump just a little before landing and it didnt work it feels frustrating, to fix this you make for jump button a bool and allow it to be activated for some additional frames

Awesome progress, cant wait for the new missions!

Now let me complain

It seems like the enemies get stuck inside buildings even more, maybe redesign maps a little to remove this pockets if it cannot be fixed with pathfinding

Rotary cannon is now obsolete, maybe it could be balanced with mobility and other stats?

The bugs mission feels underwhelming compared to the others, add some variety like fatter/ spitting monsters?

Didnt like the free movement on world map, it felt rather annoying and timewasting, giving literally nothing over classical options, I think it will be better to make it snap to points or selection with the mouse instead

The game crashed during mission 5 once

Thanks!

I can represent velocity vector inside cockpit as a 3d arrow but not sure how to put in the default ui without rendering it on a separate layer

Im planning to add different engines for better customization

Yeah the feel of speed is lacking mainly because of my empty environment I think

Yeah the impact damage is still buggy

It is dependant on the speed and the same for all mods

I will try to add a toggle button for alternative flight mod controls next time!

Not sure about the weapons, may try a stationary variation for the outer pylons

Got stuck on the first tutorial mission

Pretty cool controller already!

I think you need to make the camera leveling to horizon while standing unmoving on a slope, otherwise it feels like a gravity change

Good thing you added vertical movement for the big gun - using it became fun, but there is no reason for artillery to not be able to look up at 45 degrees

Withot a coax I think you need to put secondary weapons on space as well, using flamethrower or rockets would be much easier

Cool that you allowed to play ordinary tanks. Check their colliders, Im pretty sure I got immobilized and killed by infantry bullets

Still my biggest issue with the game is movement - it feels very unsatisfied and lenten(?). I thing the biggest reason for this is the lack of drifting. Please research the physics of old arcade racing games 

The agdg-head enemy has the potential to be pretty fun, make it to listen to player input and camera direction for good dodging

After pressing the booster I cannot turn it off neither change the direction even a little, is it working as planned?

When changing the gravity flamethrower does not spawn particles 

For me the walk sound feels VERY annoying, more like a shuffling geezer than someone huge and metallic so I prefered to fly around to just stop hearing this

Cool level design

Controller feels like the default unreal cmc and this is pretty bad for platforming, you need at least to add input buffering and override jumps with curves or timelines

Finally we can say it

They are NOT too small!

Too slow even with the lightest build?

As for rotation I am planning to add scaling from mass/power ratio

Thanks, fixing inertia seems my top priority

Thanks, will add key binding for the pylons in the settings I think

Thanks! Yeah it feels floaty mostly because of lack of camera feedback I think

Nice progress, it feels definetely more accessible than before

Make WASD the default instead of arrows

Hope you will add a garage with some tuning mechanics for suspension, tire grip, engine etc

As an artist, you need to constantly use this simple trick.

The way your screen is readable under grayscale filter, so it will be in colors

Thanks! I will definitely remake how ground friction works so there will be more sense in ground maneuring to fight inertia

Thank you so much! Yeah I struggle with control scheme, in my first submission it was more of a classic aircraft and this was even less convenient

Please please just stop making rage platformers why do you hate players so much?

Maybe make it more medievil-like?

Thank you so much for the video!

Pretty valid criticism

Wings produce lift force in non-critical angle of attack and increase drag force in vertical direction but negatively affect rotation on a large speed, you can notice it especially if try to fly with 6x 130mm cannons

This game feels so much better than the previous one and I honestly see myself playing it for hours if you polish and fix it

The mission accepting process feels strange but I cannot say how to organize it better

The building progress bar should be reversed

Automatic pause off is annoying

I couldnt choose to orbit langragien untill reloaded the game and tried again and overall path selection with double click is not responsible somehow

I failed one mission and there were no available possible contracts after this despite mostly unlocked techonology tree and multiple ship combinations, shouldnt they randomly appear from time to time?

I like your ui design direction but looks like it stuck in a limbo between bronze and a paper and I cant tell which material is this, maybe it would be better to separate them and make more metallic outer parts and gears with old weared paper inside for a text?

Nice start!

Making camera reset at EQ is a bad desicion IMO

You either need a constant automatic and smooth  selfleveling to horizon or put camera(?) roll on AD

Mouse controls feels awesome still you can afford to make the camera much more weighted and dynamic

Work on the collision feedback, it feels to short, maybe a longer bounce with gradual control regaining?

Once I fell through the ground and game crashed

SOVL

Enemies feel too static, you may add at least some minor animation to them like reactive exhaust

Everything blends in with the background, have you checked the screen in grayscale? Maybe make it less saturated

Players' projectiles look strange, maybe I miss some deep lore?

Too small sorrey

Well I want it to be more of a simulation gameplay rather than full arcade

As for inertia there will be different chassis to reduce it

Thanks, I completely forgot about deleting weapons

Yeah sometimes collision is still unfair and hitting walls produces too much of a damage I need to fix this

Still have no idea about environment I want to make tbh

Mybe I should add toggle for the shift like run button in some games?

Thanks for the fanart! Though it evokes an abstract kind of feel

Thats strange,  does this happen near any surface?

Thanks! 

About unreliability do you mean the strange bend position? If that its a bug. Overwise when you hovering or grounded the chassis must always work. Whe legs are raycast suspension perpendicular to the body and they are preventing the body collider from hitting the ground always with the same force, so you can lend on the supersonic speed even as long as you move in parallel with the ground

The enemies indeed are tanky sometimes, it seems I forgot to make turrets to transmit damage to the main body, so they consume it full on themself  until they break

Youre absolutely right, I think myself how to justify ground movement. One way is to use the engine while grounded and increase the max speed to around 500kmh. Or to build  multilayer low-ceiling levels. Adding AA systems... Or maybe remade the physics and use grounding for fast direction changes

Yes I want to make it arcady but still physics based, so while the basic controls must be easy, I want it to have inertia and allow players to develop some piloting technique

And about the enemy counter its the legacy of my previous demo, it counts turrets and not bots itself, and each tank has 2 turrets (main and small with autocannon) while the AA has only 1 turret

Thanks! Your video is super useful, I had a rare bug when the mech gets stuck in the weird bend position but you was getting it constantly

For flying even in this half-arcade way you need to know what pitch roll and yaw is and why planes fly this way

I do not simulate controling surfaces here so the rotation stays mostly the same regardless of the angle

Critical angle means the plane is stalling and the wings became useless, I just didnt make a tutorial ot maybe my ui is this bad still

For grounding and everything you could just hold space without W and you will fly like on jetpack, you used it once at the beginning but stoped and I dont know why