- The tutorial feels very well made.
- When adjusting the mouse sensitivity, I couldn't make the bars move further than 50% of their maximum until I capped the frames per second to my monitor's refresh rate (60).
- The control scheme is unusual but not in a bad way. It's interesting. However it takes some time to get used to. It makes the game much harder than if you could yaw with the horizontal mouse axis.
- In my opinion the plane feels a little too much like a stiff flying saucer than an aircraft bound to the laws of physics.
- I wish the machinegun bullets had a tracer effect.
- I like how the missiles look. How did you make the white fumes?
Viewing post in Ultra Plane jam comments
Hi, thanks for this!
So you set the sensitivity to the maximum value but the bars still wouldn't move very far? I might have goofed and made the visuals for it framerate dependent somehow. Will take a look at that. The actual input sensitivity should still work fine though.
Did you try turning the plane by rolling to the side and pitching up, or were you relying on the yaw exclusively?
The missile trails are a "ribbon" particle effect with tube-shaped geometry.
So you set the sensitivity to the maximum value but the bars still wouldn't move very far?
Yes.
Did you try turning the plane by rolling to the side and pitching up, or were you relying on the yaw exclusively?
Mostly with the latter. I tried briefly to do the former and then I gave up. Now that you mention this I started the game again and tried more seriously. I realize what went wrong. I wasn't doing a perfectly straight vertical movement with the mouse, so it made the plane move in a very wobbly motion which is impractical for turning. With a little bit of practice I could get used to it though.
Maybe you could try emulating a virtual joystick that you have to move by holding down a mouse button (like how you control the tank turret in "Gunner, HEAT PC" if you played that game). It would make some maneuvers easier than by dragging the mouse in a perfectly robotic manner.