Posted June 07, 2020 by Aaron
#update
This week I focused on making the game available once again on iOS. A lot of that work is behind the scenes, so the game hasn't changed much this week. However, the game is running on iOS and is available on TestFlight, which was necessary to make sure that everything is working as expected on mobile. As a bonus, I believe the Unity version of the game uses less resources than the original game.
Deploying the game on mobile also made me focus on fixing some core game feel differences between joystick and button inputs for movement. In the original game, we didn't do much to make turning more precise and the input was entirely digital. This made small planets especially tricky, as even tiny movement would change your jump angle greatly. We solved this in the original by reducing your movement speed on small planets.
This time around I'm trying axis simulation for the buttons, which will make them behave more like a joystick. In a lot of games, this can make the controls feel sluggish or "spongy". However, in Sunburn, I think we can get away with a few milliseconds of ramp up for cases where the player just wants to nudge slightly, while leaving the feeling of quick turn mostly unchanged.
I also threw in vibration support for controllers, which matches the screenshake. It's a little bit of a no-brainer, but this game is mostly flying around and bumping into things, and having haptic feedback makes it even more enjoyable.