Author Topic: What do you guys think of player movement right now?  (Read 5220 times)

Offline garpu

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Re: What do you guys think of player movement right now?
« Reply #15 on: December 08, 2015, 01:19:23 am »
1.)  I like it.  Granted, I stink at these types of games, but it feels smoother than the first beta I tried.  (.201)

2.)  THe brawler or the paladin, because they don't seem to die as quickly due to my aforementioned inability to move out of the way of damage.

3.)  Afterburner's definitely useful. 

Offline Misery

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Re: What do you guys think of player movement right now?
« Reply #16 on: December 08, 2015, 07:36:02 am »
Yea, good point on the variable background color. Probably something to bring up with Chris.

On the movement, for the next version I added a "slow down" key, just to see if that helps.

Ah, that is a good idea, I think that should help alot.

It's even been brought up here on the forums a number of times by various people.

It's something I often wish traditional shmups had (ships go WAY TOO DANG FAST in them sometimes) but it's usually restricted to bullet-hell types.

Offline topper

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Re: What do you guys think of player movement right now?
« Reply #17 on: December 08, 2015, 08:39:03 pm »
This is not entirely related to the current discussion.

I have fairly limited exposure to the alpha so far, but my main complaint related to movement is that it feels like the player ship and some of the enemies are "floating" above parts of the terrain. This is mainly due to the clipping between the player models and the other things on screen. I am also able to slip past gaps that it seems like I should have hit. Basically there is not enough difference between the solid boundaries and the background, which is made worse by the clipping issue.