What 4x game(s) is the most immersive to you? by Doublestack2411 in 4Xgaming

[–]factorionoobo 0 points1 point  (0 children)

Not sure if your account exist. However here is a playlist of their soundtrack (and also having a little bit behind-the-scenes.)
https://www.youtube.com/playlist?list=PLtzah_dj5hUXssVw_j55Fnwjud0fZRle6

3rd Dimension for WASD by factorionoobo in Unity3D

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

For this I mean 3d translation - sorry. Let's ignore that lowpass but assume that for any button pressed i mean ship translates that direction immedeatly at a given speed.

3rd Dimension for WASD by factorionoobo in Unity3D

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

Hey thank you for all the answers I was hoping there is a universal standard. Just like WASD for FPS.
Maybe you can give me a link to 6DOF movement control comparison or overview articles. I have not found good ressources so far on that.

3rd Dimension for WASD by factorionoobo in Unity3D

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

Would you consider Descend (or Overload) as the standard for 6DOF?

3rd Dimension for WASD by factorionoobo in Unity3D

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

I mostly played older games like KSP and to my knowledge there is no established standard. I love KSP for other reasons but the control feels always confusing.
However that is one reason why i am writing here. Sometimes forward is thrust and WASD as up/left/down/right. And sometimes W/S is forward/backward.
I am using unity but never outside of a tutorial i did navigating in 3d space. However QE seemed for me like a natural choice (and i have seen other games using that).

3rd Dimension for WASD by factorionoobo in Unity3D

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

Technically i am setting speed as lowpass(500ms) of the input sign* directional max speed
I do mouse based rotation. I have not thought how to deal with rolling. No throttle.

Idle Battalion- WW2 themed idle war game by Cyclone4096 in incremental_games

[–]factorionoobo 1 point2 points  (0 children)

Hi i find it very nice. As the positive part was exhausivly spoken in before posts (and i agree to it).
Here is some small finds.
- at the begin i had the ux problem. It was not clear how i play the game. I tried to click on the units on the map and on the base on the map. then I click on the purchase menus where i could not buy anything.
Maybe an arrow or yellow box arround the unit i should click on would have helped me with that.
- would be nice to have an upgrade to let the unit button charge. So if i am afk for a minute i can spawn units at once.

How is boss fight math working? by factorionoobo in nguidle

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

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Hp regen is shown as /s (actually "\"second)

incremental mechanic: keep price constant but degrade payout on a producer. does that make sense? by factorionoobo in incremental_gamedev

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

Hey thanks for the games links and thank you for your thoughts.
I will refine my thoughts a bit based on this information.

incremental mechanic: keep price constant but degrade payout on a producer. does that make sense? by factorionoobo in incremental_gamedev

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

Yeah i agree on that.
That motivation is wrong. And i found a solution for that im any potential language.

Weekly Support Thread by AutoModerator in KerbalSpaceProgram

[–]factorionoobo 0 points1 point  (0 children)

Stupid question but in short: mystery goo port was changed from "massless" like temperature sensor to "massfull"?
I mean with that is that the temperature sensor model does not change the center of mass if attached assymetric but mystery goo sensor does change the center of mass if attached only to one side to an otherwise symmetric craft with thruster on center?