View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017917 | Starward Rogue | Graphical Bug | Dec 4, 2015 9:50 am | Dec 15, 2015 4:11 pm | |
Reporter | Bluddy | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.200 (First Steam Version) | ||||
Fixed in Version | 0.204 (Mechs!) | ||||
Summary | 0017917: Trying to make movement look better | ||||
Description | One of the things 'Shrugging Khan' remarked on in the forum (https://www.arcengames.com/forums/index.php/topic,18211.msg195704.html#msg195704) was that the movement seems too 'responsive'. I get what he's saying -- even with the more gradual animated changes in facing, the ship changes direction far too fast for a spaceship, making it seem unreal. You get somewhat used to it after a while which is why newcomers notice it most, and that's the danger -- it'll hit first impressions hardest. My suggestion is to revamp the way ship movement animation works. Rather than having the ship face the direction of movement, the ship should face the direction of aiming (or last shot in the case of the gamepad. Alternatively, the ship could always have an aiming reticle a la Nuclear Throne). The idea is that when you're shooting stuff, you're usually focusing on a specific direction and don't change directions as erratically as your movement patterns. Note that this has implications regarding the main gun turrets, which will now always shoot straight in the direction the ship faces, and the engine fire particles, which should now shoot out in the direction opposite to your movement and not just the back of the ship. The ship will then be able to hover and move sideways, backwards etc, which is what you'd expect from a ship in hovering mode in space. Am I 100% certain this will look better? No, but I think there's a good chance it will, and it's at least worth a try. Maybe make a version with this kind of movement as an option toggle and let the testers give you feedback as to which one they prefer. | ||||
Tags | No tags attached. | ||||
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I just spotted this here, and just want to support this idea. I seriously think alot of the game's feel, or lack thereof, is the effect of the visuals more than the actual methods of movement. As I said in an email I wrote up just now, even just the mere shape of the player entity has a major effect on this. It looks like a traditional ship or even some sort of jet or... something, so that affects it. If that could change (though I'm aware that doing so would probably be obnoxious to do...), and this rotational idea could be applied to it, it might seriously be alot better. Also, I think this line: "The ship will then be able to hover and move sideways, backwards etc, which is what you'd expect from a ship in hovering mode in space." or at least the concepts it refers to, is important to keep in mind with every aspect of this. Just my input on it. |
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I'd also like to see it in testing. |
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If you wanted to make movement look even more realistic and convincing, you could do the following: - You aim with a target reticle - Moving the reticle automatically moves the turrets. Your primary attack therefore turns as fast as you can aim, allowing for precise shmup-like aiming. - After you aim at a certain direction, the ship starts turning towards that direction. Eventually, if you maintain your aim angle, the ship will face it and your primary turrets will face forward in the ship. - You have no direct control over ship orientation - Moving with AWSD or equivalents causes the ship to move using its 'strafe engines', without changing orientation. - This movement scheme represents how an expert pilot would pilot his ship to achieve shmup-like precision. It's a translation of 'realistic' ship controls to full shmup aiming/maneuverability. - It also adds the concept of ship rotation speed, which can be used as a gameplay element. Some heavier secondary guns could always face forward, for example, which means that they only line up on your target once the ship catches up to your reticle. It therefore takes more skill to fire the secondary attack and hit. Other, weaker, secondary attack types could track your reticle just as fast as your primary guns. - You could get some bonuses to your rotation speed. |
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We are shifting to MECHs rather than flying ships for your avatar, and this looks incredibly better. The feeling of flying really clashed with our ability to make the controls responsive. But in general the player avatar is now a lot more complex in its parts and how it rotates, etc. I think you'll like it! |
Date Modified | Username | Field | Change |
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Dec 4, 2015 9:50 am | Bluddy | New Issue | |
Dec 4, 2015 9:59 am | Misery | Note Added: 0043727 | |
Dec 4, 2015 10:06 am | Pepisolo | Note Added: 0043729 | |
Dec 4, 2015 2:18 pm | Bluddy | Note Added: 0043732 | |
Dec 15, 2015 4:11 pm | Chris_McElligottPark | Note Added: 0043798 | |
Dec 15, 2015 4:11 pm | Chris_McElligottPark | Status | new => resolved |
Dec 15, 2015 4:11 pm | Chris_McElligottPark | Fixed in Version | => 0.204 (Mechs!) |
Dec 15, 2015 4:11 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 15, 2015 4:11 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |