Pepisolo
Dec 20, 2015 2:14 am
developer
~0043858
Last edited: Dec 20, 2015 2:14 am
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Yeah, that's a actually a cool idea. Can't see any problems with it. It'd also mean that some of the time I get to not walk around on the windows, which still weirds me out.
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It's unlikely, because then we're right back to people complaining either that a) we don't use realistic ship flying physics; or b) that we DO use those and it becomes impossible to dodge shots and navigate small areas. |
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Pepisolo
Dec 21, 2015 7:06 pm
developer
~0043878
Last edited: Dec 21, 2015 7:07 pm
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I think it's a little different in this case because it's just a simple power up that you would probably rarely encounter (I'm seeing it that way, anyway). In Isaac there is a similar power up and it just takes away your body and turns you into a floating head. If this head only char was default then that'd be ridiculous, but I think you can get away with a lot as power ups, indeed probably far crazier stuff than just a hovering mech. The actual momentum probably shouldn't change, the upgrade would just allow you to not get hurt by ground traps.
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I agree with Pepisolo. There's a big difference between the main movement method of the game and a specific powerup. You could even have a small 'folding legs' animation for this, stashing the legs away in a rest position, and you'd then add afterburner to make it feel more real. I don't think player expectations would be that you'd suddenly move with more momentum, and only a small part of the game would have this anyway. |
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Or there could have compromise to make that powerup turn player into winged form. Dragonmech, anyone? |
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We'll see. The main thing is that -- if this game is successful -- then I really want to build out the flying component a lot more heavily. Having a simple upgrade that only plays at it is something that makes me nervous in terms of being able to later do the other thing. |
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Yeah, once I saw that plan, I figured this would be a possible clash.
At the same time, I'm trying to think of ideas that'll make people go 'wow!' and that are relatively cheap to implement. One of the things that Isaac has going for it is that it's not afraid to break its own rules and do something crazy. At this point, crazy is the norm in that game. Spelunky wasn't afraid to have a rare jetpack that lets you bypass much of the challenge and just enjoy the feeling of flying around the old obstacles that used to haunt you (the game was tough enough even with the jetpack). I'm not sure this is one of those things, but those kinds of crazy ideas really work in a rogue-lite since the game doesn't last very long. |
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Right, for sure. I love the one in Isaac where I can just walk through all the bombable blocks, smashing them to bits. That was awesome. |
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