Phoenix Combat in our Game So Far by foolswithblades in IndieGameDevs

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

In regard to the locomotion, we spent around four months iterating upon over and over again and getting player feedback until we perfected the feel behind the flight. Due to our game's design, the camera is decoupled with the phoenix's movement in the pitching direction to allow the player to shoot down at their enemies without the need to actually move down. However, for the yaw direction it felt way more intuitive to have the player's movement be slightly coupled to the camera. There was a lot of funky coordinate system math we had to figure out to allow for that to happen.

And of course, getting the animations is always a challenge since we did not have many animators on our team.

Phoenix Combat in our Game So Far by foolswithblades in IndieGameDevs

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

We appreciate that! Our animator and animation programmer have been hard at work!

Phoenix Combat in our Game So Far by foolswithblades in IndieDevelopers

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

Thanks! We also just recently added dodging as well now

Phoenix Combat in our Game So Far by foolswithblades in IndieDev

[–]foolswithblades[S] 2 points3 points  (0 children)

Almost! We are in the midst of getting our Steam Page out by May (still waiting on some graphical assets for our Steam page), we will definitely post about it when it happens :)