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TheMillz
Follow my 3D work here: https://gamejolt.com/@TheMillz/games
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https://shadowband.itch.io/

Age 34, Male

Game Developer

A.W.D School of the Arts

Denver, Colorado

Joined on 6/28/06

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Tech Demo: try the movement mechanics of my new game plz!

Posted by TheMillz - July 27th, 2010


Hey all,

Been busy working on the latest project with my new coding partner TJ Potts, and we've got a pretty decent movement engine happening for you guys to check out. We'd appreciate if you toyed around for it a sec by clicking THIS LINK HERE and telling us how it feels for you. Suggestions/comments of the helpful variation would be best ;)

A few notes:

Aim where you want to go with the mouse, and hold X to swim in that direction.

-While swimming, you can perform a little "speed burst" by pushing Z.

- Attack with the C key

- Change weapons with Spacebar

- Speargun does not fire anything yet

- As of now, you can swim thru the walls, naturally this will not be the case in the finished game.

-There are 3 rooms in this tech demo, swim to the edge of the room your in to get to the next one.

That's all, thanks for helping us out everyone :)
Millz

P.S: Unrelated bear pic for your enjoyment.

Tech Demo: try the movement mechanics of my new game plz!


Comments

Swiming feels alright, but spinning doesn't. Especially if you aren't moving.
Also I think he is a little too large for the screen.

Oh, and it is especially bad if you tell him to move when the mouse is very close to him.

Yea kinda spazzy, I noticed that too, hopefully the switch of rotation down to the waist will handle this issue.

^^Agreed
The Mouse spinning aspect is kinda awkward.

The player should rotate around the center, not around his hands. I'm pretty sure that would make the rotation not feel as awkward.

Also, I'm not too sure if it would break anything but it would probably feel more natural if you could only rotate when you were in motion.

Thanks guys, glad I could get your feedback early on this thing. We'll move the rotation point to the middle (waist) and try out the only turn when moving and see if it feels any better.

as everyone else stated, the guy is rather large for the screen size, & he spins like a motherfucker.

I think it would be more intuitive to have the left mouse button control movement instead of a key

That's a pretty interesting idea, we'll try out a few changes with that one, thanks :)

Very interesting, but the rotation was weird and the movement should be controlled by the mouse. I also agree you should only rotate while swimming, but I'm not sure...

I talked with TJ about the rotation, he says he's got a way to fix it. Not being a coding wiz I'm lost on the "how" but if he says he's got an idea about how to do it, that issue should be taken care of pretty ok, I'll def post an update later on to see what you all think of the changes. This is more helpful then you know, thanks guys :3

One thing, when you change rooms while you have the shotgun out you switch back to the knife. Other than that and some of the stuff I've seen other people have said it look pretty cool. :)

I like the movement on it, but as EVERYONE else has said, putting the rotation point on his center would make it a lot more "bear"able. *wink wink nudge nudge*. But I digress, another possible thing you could include in the finished game could perhaps be a way to swim up and down in addition to following the mouse, depending on if you'll have projectiles coming at you. As a whole though, this is looking excellent and I can't wait to see how the whole thing turns out! Good luck!

It would be better if he kept his momentum when changing rooms. You need to make it so that if the character is close to the mouse than he cannot swim, so then he wont just spin around the mouse and flip back and forth around the mouse. Apart from that it looks really good.

Looking good Millz. For the rotation take the current angle of the MC - the mouse angle. Then divide that by 20 or so and add that to the MC's current rotation. That'd smoothen it out. I've played with the rotation only while moving with a spaceship game I worked on and I never got it feeling right. Too clunky and not responsive enough for my game anyway.

But yeah other than the rotation it feels pretty great man.

Thanks bro, wanna get the gameplay going decent on the count of after FOREVER of writing, scraping, re-writing and editing, I finally got a story I'm happy with and I just want the controls to be as un-bothersome as can be so the player can get as immersed as possible. Glad I put this out there, I was kinda on the fence, like it my spoil some big surprise or something, but as you can obviously see, this is one of those times where player feedback changes everything.

Good to make these changes now over later.