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Weekly testbuild! (2023/10/20)

🕑 Added 2023-10-20 02:51:38 +0000 UTC

Comments

PizzaGulper

I think that is a good way to go. A lot of games act like you are vulnerable, but in fact you are fully mobile and way faster than all of them. With the theme of this game, I think what you are going with works well.

Horned Lizard Studio

Before the engine switch, we had a movement system that I was testing out, which gave Amber / The player A LOOOOOT of movement speed. You could sling yourself forward, jump high, run fast etc... But after considering the direction of the game, we wanted to tone it back down a lot more, and make the player much more vulnerable and slow. As I build the player controller more and more, the idea was that every action will have it's own animation, and each action will also have a "cooldown" animation. You can already see this happening with us having a "landing" animation, which stops you for a brief moment as Amber recovers from a jump. The loss of momentum might change, depending on how we build future maps, and what everyone else feels is better! That's why we need plenty of feedback! So thank you ^^

PizzaGulper

Just an observation that you probably already know. In the 3d apartment the sink and surrounding counter doesn't have a physics box, so you can just walk into them. I was actually wondering about the jump mechanic. Whenever you land, you lose momentum and stop moving. This definitely does seem realistic, but does slow down the flow of movement noticeably. This might get a bit frustrating, unless we are going for more of a anti power fantasy curve, where your character is much more limited to what a real person could do. I really like the idea of that as the sort of feel of the game. Is that what you are going for?


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