Short demo but flying around is fun. Some feedback:
I'd find it easier to fly if the camera was first person or if it rolled with the plane. I thought it was lame how the plane wasn't affected by gravity and could stand still mid-air indefinitely but once I had to avoid missiles and get behind shields that control came in handy. I did kill the core by hovering next to it and spamming missiles though. The guns felt underpowered considering that you need to aim them and keep on target while you fire.
What's there is promising, I'm looking forward to playing this again.
I see you've just uploaded a version 2, I played the prev one.
Like others mentioned, the different control scheme is quite the learning curve. I ended up mostly relying on yaw and nose up/down to fly, avoiding rolling. Maybe the afterburner could have an option as a toggle or the base speed could be increased? i found myself holding down the afterburner almost all of the time.
The feel and juice of flying and speed is there already, and the drifting lets you pull off some really fun maneuvers. Interface is nice looking and non-obtrusive. Looking forward to seeing more.
Rolling and pitching gives you much more maneuverability than just yawing. The thing is, currently you don't need to. When I play, I fly crazy because it's fun, but the game doesn't compel you to. I imagine even in a finished product the early levels won't demand that much of new players, but it will be something to work into the game.
This game kind of reminds me of Warhawk for the PS1.
I gotta admit that I struggled a lot with the mouse control scheme. I was expecting sort of a WASD control scheme with the Shift key controlling the speed up and CTRL key for the speed down. I'm aware that controlling the plane with the mouse gives you more fine control, but it took me quite a while to get used to and to be honest I never completely managed to learn. I used the invert mouse movement by the way and every time I died it did reset back to the normal movement, which was a little confusing when I noticed, I had to turn it on an off again every time I died.
Other than that once you get the afterburner the movement is much more fun, still a little complicated for me but it was fun.
I figured out early on that this was going to be a game that would take time for people to get the hang of. Unfortunate but if you do take the time with it you'll find it's absolutely worth it. Granted there is not enough content right now for anyone to do that but me lol. Long way to go still. I will explore adding controller support etc. eventually but the foundation of the control scheme will remain the same.
I will get that bug fixed, thanks for pointing it out!
Without rebinding it's tough to have fun playing something like this, specifically because i have a lot of experience in space games. I'm a bit to used to the other school of thought of MKB flight controls where yaw is mouse left/right and roll is q/e. It's probably easier for someone without tons of muscle memory on this. Regardless i got through the demo with a few deaths, it's a hell of a smooth demo.
I have some minor nitpicks, like the screen space reflections on the polished pillars pick up the plane(especially it's engines) in very strange ways sometimes and it might look better with those off. Also the "tell" for where the boss is going to use the yellow laser is the least obvious when viewed head on - which is exactly where it's important to be able to see it! Anyways good devvin.
It's understandable. The plane can roll very quickly, so using the mouse for roll allows for finer adjustments compared to using keys or buttons. It's also intended that pitching and rolling is your primary means of turning, rather than yawing, which I like having together on the same input for that reason. Some games use yawing as your main means of turning, but I wanted to make a pitching and rolling game. I'll be exploring rebinding in the future but I suspect some configurations may not work well for this game.
pretty much impeccable sometimes i struggled to keep the plane facing the right direction, but it's more because of my inexperience with flight sims than with any flaw with the game
Thanks for doing this! This is actually the first time I've seen someone else play the game. It definitely helps.
It just takes some practice to get good with the flying. You actually did pretty good. I'd even say you looked quite natural. The major thing is turning around quickly. Onboarding will be a really important thing to figure out for this game. I think I need to record footage of myself playing so people can see what it can look like.
Comments
Short demo but flying around is fun. Some feedback:
I'd find it easier to fly if the camera was first person or if it rolled with the plane.
I thought it was lame how the plane wasn't affected by gravity and could stand still mid-air indefinitely but once I had to avoid missiles and get behind shields that control came in handy.
I did kill the core by hovering next to it and spamming missiles though.
The guns felt underpowered considering that you need to aim them and keep on target while you fire.
What's there is promising, I'm looking forward to playing this again.
Technically there is gravity, but you fall slowly and push off the ground when you're close to it. 😁 It has vertical thrust
I see you've just uploaded a version 2, I played the prev one.
Like others mentioned, the different control scheme is quite the learning curve. I ended up mostly relying on yaw and nose up/down to fly, avoiding rolling. Maybe the afterburner could have an option as a toggle or the base speed could be increased? i found myself holding down the afterburner almost all of the time.
The feel and juice of flying and speed is there already, and the drifting lets you pull off some really fun maneuvers. Interface is nice looking and non-obtrusive. Looking forward to seeing more.
Rolling and pitching gives you much more maneuverability than just yawing. The thing is, currently you don't need to. When I play, I fly crazy because it's fun, but the game doesn't compel you to. I imagine even in a finished product the early levels won't demand that much of new players, but it will be something to work into the game.
This game kind of reminds me of Warhawk for the PS1.
I gotta admit that I struggled a lot with the mouse control scheme. I was expecting sort of a WASD control scheme with the Shift key controlling the speed up and CTRL key for the speed down. I'm aware that controlling the plane with the mouse gives you more fine control, but it took me quite a while to get used to and to be honest I never completely managed to learn. I used the invert mouse movement by the way and every time I died it did reset back to the normal movement, which was a little confusing when I noticed, I had to turn it on an off again every time I died.
Other than that once you get the afterburner the movement is much more fun, still a little complicated for me but it was fun.
I figured out early on that this was going to be a game that would take time for people to get the hang of. Unfortunate but if you do take the time with it you'll find it's absolutely worth it. Granted there is not enough content right now for anyone to do that but me lol. Long way to go still. I will explore adding controller support etc. eventually but the foundation of the control scheme will remain the same.
I will get that bug fixed, thanks for pointing it out!
Without rebinding it's tough to have fun playing something like this, specifically because i have a lot of experience in space games. I'm a bit to used to the other school of thought of MKB flight controls where yaw is mouse left/right and roll is q/e. It's probably easier for someone without tons of muscle memory on this. Regardless i got through the demo with a few deaths, it's a hell of a smooth demo.
I have some minor nitpicks, like the screen space reflections on the polished pillars pick up the plane(especially it's engines) in very strange ways sometimes and it might look better with those off. Also the "tell" for where the boss is going to use the yellow laser is the least obvious when viewed head on - which is exactly where it's important to be able to see it! Anyways good devvin.
I also found it troublesome to play other people's flying games after I started working on this. They all control different.
You're absolutely right about the boss. It's a bit crude at the moment; just chucked it in there at the last minute.
Thanks for trying!
i think yawing makes more sense to be on x-mousemovement
It's understandable. The plane can roll very quickly, so using the mouse for roll allows for finer adjustments compared to using keys or buttons. It's also intended that pitching and rolling is your primary means of turning, rather than yawing, which I like having together on the same input for that reason. Some games use yawing as your main means of turning, but I wanted to make a pitching and rolling game. I'll be exploring rebinding in the future but I suspect some configurations may not work well for this game.
The feedback is helpful, thank you!
in that case fuck yawing in general and add a "satbilize plane" button
pretty much impeccable
sometimes i struggled to keep the plane facing the right direction, but it's more because of my inexperience with flight sims than with any flaw with the game
Thanks for doing this! This is actually the first time I've seen someone else play the game. It definitely helps.
It just takes some practice to get good with the flying. You actually did pretty good. I'd even say you looked quite natural. The major thing is turning around quickly. Onboarding will be a really important thing to figure out for this game. I think I need to record footage of myself playing so people can see what it can look like.