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Hmm, there are two ways I can interpret what you wrote.

So the way acceleration works right now is that you have a maximum speed you can’t exceed (wow, there’s a snarky discouraging insult in there somewhere. :) Pressing Up adds some amount of delta to your speed based on how far forward you’ve pushed the stick. But you can never exceed the maximum, you just approach it more quickly.

Are you suggesting that turning work the exact same way, where you ramp up or down from the maximum turn speed based on how far left/right the stick is? Or that your maximum turn speed is determined by how far left/right the stick is, and you ramp up and down to that at some fixed rate?

Would like to hear other folks chime in here. It breaks from the traditional “center and shoot” mechanic of most audio games, but maybe that’s past due anyway.

Sounds kind of like the second to me...? I guess what I'm after is a smooth application as well as roll off when you release the stick. And yeah it could just be a me thing, so it would be good to hear from others. I just think it would make it feel better.


I guess thinking of it like the ship that you're in; well when can you just start turning and decide to stop in that moment. It wouldn't happen. Math is reeeeeeally not my strong suit so I'll try just explaining pseudo-concepts.


If you're flying and you initiate a turn, then you center your stick, you wouldn't stop turning in that moment. Let's say that the ship had a computer to apply thrust in the opposite direction. I'm thinking of a ship with an RCS system at the front. Or something we have here on earth, a big barge with bow thrusters which you'd use to help you slide into dock.


Whatever system you have is going to have to calculate how much thrust to apply in the opposite direction to bring your rotational velocity to a stop, but also do it in such a way that it doesn't kill you or fling you across the cockpit.


So that's sort of what I'm after, just something to make us feel that external forces - or actually lack of forces are playing at our ship. I'm not suggesting that we continue to rotate indefinitely, or spin 900 degrees before finally stopping. I just think that a smooth roll on and roll off or ramp up and ramp down once the stick is pressed and returned to neutral will help make it feel more real. Also, if you did want to stop your rotation quicker, you could just apply a little opposite stick for a short time.


As you say, it does break away from the center and shoot trope, but I think it could be fun trying to get to the point where you could just start a turn, ease off the stick and fire a few times and hopefully it carries you through just enough to land multiple hits on multiple rocks.


I also think it would help in situations where you and the rocks are moving so fast that you have to line up a shot that will hit where the rock will be by the time it gets there. That doesn't happen a whole lot in this game, but it can.


For the stick partial movements, I guess a fixed accceleration is fine but the max rate of turn then is reduced from full. It would probably scale though.