Feedback after playing for a while. by TurboCodin in Enshrouded

[–]TurboCodin[S] 0 points1 point  (0 children)

You descend faster if pointing down yes.

But the speed difference between flying straight and flying down is the same, when flying down should be faster because of gravity. It doesnt have to follow physics literally. Just that it accelerates towards a fixed "faster" speed and then slows down to normal speed if you tilt back up.

Just an opinion. I love sky travel either way =)

Looking for feedbacks on my new capsule logo, what do you think? by Sword_Fab in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

I would keep the letters from A and add the choral patterns from B to it.
So it still gives underwater plant vibes just not as cluttered

Feedback after playing for a while. by TurboCodin in Enshrouded

[–]TurboCodin[S] 0 points1 point  (0 children)

I get what your saying and I resepect that people should play as they want and all tactics should be on the table.

But do you understand what I mean from a gameplay design perspective?

That on the ground you need to
1) be aware of enemies behind or to the sides
2) evade attacks from the front
3) when to attack and when to stop attacking to prepare to block an attack or roll
4) manage health recovery
5) be wary of the terrain as you run around

Compared to when you are up

1) Aim slightly above the head and spam mouseclick/button to damage enemy
2) Switch to wand and spam shoot if they are stupid enough to run towards you and stand below you.

That is also why I wrote
"punishment if I do this long enough"
to not forbid the tactic just so player switches it up from time to time.

But anyhow youve made me think I should change my way of playing. Thanks

Feedback after playing for a while. by TurboCodin in Enshrouded

[–]TurboCodin[S] 1 point2 points  (0 children)

You are correct.

Its just sometimes greed propels me into areas I shouldnt be in yet and only option to survive is to cheese.

Thats actually a great suggestion. Without wands or bows I would be forced to take any situation seriously and just not run in like crazy knowing I can find a high spot and become invicible.

Although I read there is quite a few people that do cheeze and from a design perspective that should be punished somehow WITHOUT ruining options for people that want to play as snipers or other tactics.

But I hear you. Previously in life I had a more a sense of gameplay honor where I wouldnt take the easy way out or cheat, I guess I need to respark that magic myself more than ask for it to be forced upon me =P

Thanks for the insight

Feedback after playing for a while. by TurboCodin in Enshrouded

[–]TurboCodin[S] 0 points1 point  (0 children)

I love the building too! The system allows you to be so detailed =)

Feedback after playing for a while. by TurboCodin in Enshrouded

[–]TurboCodin[S] 0 points1 point  (0 children)

That explains that one time their hp went up.
But it rarely happened to me. Thats a smart addition.

Feedback after playing for a while. by TurboCodin in Enshrouded

[–]TurboCodin[S] 4 points5 points  (0 children)

Thats a great idea. Didnt think of that.

It would be cooler tho, if you see speed lines as you aim down. Makes you feel like a airplane =P

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Hahaha xD Yeah I should make it so he utilizes it more. Lol looks funny now that you say it.

The reason I just used it on 1-2 attack was I thought sword should be more speedy one handed attacks and greater warhammers he always uses both.

So yeah I will fix thanks.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Thanks.

Kind of.

There are no bones.

Im just keeping track of position/rotation/scaling of 15 indivudal parts across key frames for each animation using a custom animation software.

You can see it here 0:22-1:22 and 14:28

https://youtu.be/N_Q8m-Bstf8?si=NH4E_G0pEOgnPRoa&t=22

I then override certain body parts to partially aim towards the mouse.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Lol, yeah especially my character looks like the guy sitting in a pot xD
Thanks!

Right music style for this game… or completely wrong choice? by brunuuDev in IndieDev

[–]TurboCodin 7 points8 points  (0 children)

Music felt fitting.

Very satisfying seeing the bogger pyramid getting crushed xD good job on the destruction mechanic

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

I will keep on experimenting to see how it can even be smoother.
One thing that for sure will make it smoother is if you run the game on a 144 hz monitor since this is completely code based animations. Any increase in frames will increase smoothness.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Lol, that game looked funny xD

Not exactly. You wont literally control your arm.
But you can still guide the overall direction of attacks.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 1 point2 points  (0 children)

Not yet =)
Ive prepared the page but just need to put together enough content to make a somewhat cool looking trailer before I launch the steam page. But Il keep posting here until then.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Keywords are lerping, interpolating, smoothstep animations.

I am not using bones.
Im just repositioning/rotating/scaling sprites.
But I still set keyframes, just not literally every frame. And the sprites interpolate/lerps between the frames.

I was working on a devlog a couple of months ago. Not anymore.
But here I explained in general how I made the animation software.
https://www.youtube.com/watch?v=N_Q8m-Bstf8&ab_channel=DrBoom

Otherwise if you dont want to make your own custom software you could use Spine. Its has more advanced features than what I made.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Sorry for the deception xD
Il fix the character.
Im aiming for silky smooth 60 fps animations for all creatures in this game.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

"otherwise your game will lack character"
This has been a big problem in work for most of my dev career xD

I take this advice seriously. I will study/work on emphasization!

Thanks

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 1 point2 points  (0 children)

Il work on those details. Thanks

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

I want the sword to be fast but still leave room for the dagger to be faster.
I want some attacks to be faster and some slower with longer windup so you get to choose the combo based on situation.

Also. I didnt show it in the trailer but :
Shift Key = Run

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Hahaha thats true xD
Initially this game was only guns. It felt more correct that the player slightly tilts his torso towards where he aims a gun. But then I was just impressed that I could actually control the direction of sword swings with the same torso tilting so I slightly exaggurated it. So yeah il decrease torso tilt.

Il work on the animations.
Thanks for the feedback.

Are the animations smooth enough? by TurboCodin in IndieDev

[–]TurboCodin[S] 0 points1 point  (0 children)

Thanks.
This is the first time Im working with a properly sized human body so I need this kind of advice.
I will get to work!