The original tutorial has direct controls that add a fixed amount to x/y. My changes introduce acceleration and drag, which does make it slippery. In fact, max speed is only a soft cap because of the proportional drag.
This could be changed to only apply drag when not moving and go back to direct moving. I would do that by just setting velocity with the arrow keys, which would give a snappier start to the movement and quicker direction changes.
However, if the drifting stop also contributes to your feeling of slippery controls, then the whole thing would need to be binned and go back to only direct movement. The ultimate reason for the change was to allow faster movement without requiring twitch gameplay. Watching people play it and it was too hard with the direct movement style, hence the change.
You don't have to necissarily bin the drifting mechanics. Maybe it is possible to have the drifing take a shorter amout of time before it reaches the direction of input. That is one way, but my complaint was only my opinion.
Absolutely I can. I'd just have to ramp up the acceleration a bit more and then tweak the friction/drag to get a similar speed rate of decay to the drift. Lots of tweaks I could do and I'm glad to hear feedback on it.
I probably won't touch it though, other than to upload the .p8 file to github for easier viewing of the code.
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FISH
Yay i become the biggest fish
Nicely done
Thanks
I love games like this!!!!!!
Thanks!
I personally like the controls to be less slippery, but otherwise perfectly made.
Thanks!
The original tutorial has direct controls that add a fixed amount to x/y. My changes introduce acceleration and drag, which does make it slippery. In fact, max speed is only a soft cap because of the proportional drag.
This could be changed to only apply drag when not moving and go back to direct moving. I would do that by just setting velocity with the arrow keys, which would give a snappier start to the movement and quicker direction changes.
However, if the drifting stop also contributes to your feeling of slippery controls, then the whole thing would need to be binned and go back to only direct movement. The ultimate reason for the change was to allow faster movement without requiring twitch gameplay. Watching people play it and it was too hard with the direct movement style, hence the change.
You don't have to necissarily bin the drifting mechanics. Maybe it is possible to have the drifing take a shorter amout of time before it reaches the direction of input. That is one way, but my complaint was only my opinion.
Absolutely I can. I'd just have to ramp up the acceleration a bit more and then tweak the friction/drag to get a similar speed rate of decay to the drift. Lots of tweaks I could do and I'm glad to hear feedback on it.
I probably won't touch it though, other than to upload the .p8 file to github for easier viewing of the code.