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KING'S FIELD 25th PROJECT

King's Field II memorial demonstration of Sword of Moonlight (2020) · By swordofmoonlight

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A topic by swordofmoonlight created Oct 31, 2020 Views: 831 Replies: 7
Viewing posts 1 to 4
Developer

Hi, I switched the settings over to use a board system instead of comments, just in case questions get deep (about controls, etc.). This removed the existing comments section.

The following comment by https://itch.io/profile/queen-faith-89 got lost in the process:

I did have to ask about controls, is it possible uninvert the vertical controls? More broadly I’d like an easier button remapping tool but the inverted controls are perhaps my biggest issue.

Other less pressing issues would be the usage of RT for inspect, when that could be done with like, A. I get that it’s there for running but being able to switch to older KF controls at any time (or at least before boot) would be neat.

Developer (1 edit)

Yes, press Esc until it says the mode is 2-A. I'm envious if you can play "uninverted", I've always wondered if it's more natural, but I've never been able to do it. Last week I made 2-A the default out of the box for now, previously it was tank controls. As for using face buttons, I really think that's a bad idea so I don't like to talk about it. You'd have to start by editing the Ex.ini file to remove the custom functions from the face buttons, but currently dashing and activation are fused to the same button, so you wouldn't get very far. I recommend using the practical control scheme. Someday I may make it possible to disable activation with the dash button so it be put out of the way, but I'm more interested in adding a weapon holstering feature so you can use your hand/attack buttons to "activate". I mean it's not worth giving up analog control???

P.S. I'm glad you're asking probing questions, I was hoping from the beginning (now 200d ago) there would be discussion to help to provide supplemental information for those interested. Especially because the control scheme really goes way deeper than anyone would suspect.

Developer

Many comments over here ( https://swordofmoonlight.itch.io/k/devlog/252682/shield-and-counterheavy-attack-... ) in this dev-log.

(1 edit)

I just tried the game and would like to say that it is pretty cool with those additional movements (even if they take time to get used to for someone).

Is it something you did specifically for this project, or it's part of how you expand the engine?

Best wishes

Developer

Thanks! Right now I'm working on making shields work with the engine data. As far as things that don't require data go, they're all part of the engine/extension work. I'm a bit overwhelmed with life right now, but sleeping less and putting hours into this stuff whenever I can. Please stay in touch, and consider supporting my work on patreon and Michael on SubscribeStar.com (a new thing I'm trying to get setup.)

P.S. I like the look/sound of your experimental project! I hope you tried all the movements I could list. I have a feeling many don't read or try it or figure it out themself. I've written it all down since so there hopefully isn't any surprises. I think these movements should be standard in all first-person games so that we don't have to get used to them like you say.

(2 edits) (+1)

Also I just realized that shield mechanic you did is similar to original Shadow Tower game, nice.

Good to know you continue working on the engine! Though, please, don't sacrifice to much sleep. Health is important  for humans to continue existing :)

Yeah, it's very nice you documented all the movements, even though some of them I discovered during play, but others I didn't think about so what you written helped.

Thank you for checking out my project and kind words.
Sorry I'm currently in situation in which supporting creators isn't possible, but perhaps I'll at least be able to tell others about your projects.

Cheers!

Developer

Thank you for these kind words and attention. I hope I'll be successful in this in the end :)