It works, but it's a bit weird. I could not hit the enemy with pretty much anything aside from the minigun (cuz I think it's hitscan) - everything else either missed or did barely any damage. There's not much of hit feedback (neither for you nor for hitting the enemy). I managed to kill one mech before dying to the second one (I ran out of most of the ammo).
Dunno about the huge white plane right under the camera - at first when I spawned I was looking directly at it and thought that the game was bugged. I guess that's the main hull of the mech - but it feels a bit too big (unless you're trying to hide the legs for some reason).
For a movement prototype I don't dislike this at all.
Some notes: I started the game and the camera pointed straight down at my body and it very disorienting, took me a while to realize what was happening. Cockpit UI limits visibility too much, I assume it will be complemented by the radar once it's working but also maybe smaller frames could have heads that give more visibility. With the autocannons at point blank I was having trouble hitting the target's chest, I think the arms are covering the chest hitbox. Boosting when the meter is at 0 stops your mech which seems unintended. Boosting is also very sluggish. Fine if you want your mechs to feel heavy and sluggish but if you want to make them feel nimbler then boost should give you around 10 times the acceleration it gives right now if not more, just to help you change direction or correct your mid-air movement better.
I started the game and the camera pointed straight down at my body and it very disorienting, took me a while to realize what was happening.
Damn never had this and dont even know why would it happen
Cockpit UI limits visibility too much, I assume it will be complemented by the radar once it's working but also maybe smaller frames could have heads that give more visibility.
Yeah the ui is in deep progress
With the autocannons at point blank I was having trouble hitting the target's chest, I think the arms are covering the chest hitbox.
I'll check it
Boosting when the meter is at 0 stops your mech which seems unintended.
Weeeeeell it was half intended as biped chassis cannot boost and run at the same time and the boosters still active just weak but it gets annoying so I'll make it turning off when there is no fuel left
Boosting is also very sluggish. Fine if you want your mechs to feel heavy and sluggish but if you want to make them feel nimbler then boost should give you around 10 times the acceleration it gives right now if not more, just to help you change direction or correct your mid-air movement better.
Guess I will implement setting for how fast you burn fuel
Damn never had this and dont even know why would it happen
Happens in my Godot games sometimes, maybe something to do with inputs being processed during the micro stutter that happens when the game first loads? I added a 0.1 seconds time window on load where inputs are discarded to prevent that from happening, it shouldn't cause any issues when loading since it's such a short time but it might stop players from accidentally starting the game while looking at the ground or the sky.
HAWKEN i liked it a lot but i'm obviously biased on the matter lol the cockpit view felt a bit claustrophobic, there's very little free window space to see what's in front of view mechs felt very heavy, even the lighter hull, i get the appeal, but trying to move and hover and dodge when you are so heavy becomes a pain having your components damaged feels very punishing, like i have no control in my opponent hitting my legs and when they do i am completely helpless, maybe there should be a consumable item to fix your own components? idk for comparison in my game when your leg gets damaged you can't jump and boost anymore but you can still walk around at least when you hover vertically and look downwards while using the largest hull, the body of the mech is so wide that it obstructs the view.
Thanks for the video! So you didnt figure out to move cursor on the mech in the armor view to look up the armot thickness? I need to guide the player then. Also you need to hold shift not only on the ground but in the air too
HAWKEN
Never played hawken tbh, but yeah it also looks greenish.
the cockpit view felt a bit claustrophobic, there's very little free window space to see what's in front of view
I will implement different cockpits, just dont know yet will I implement pilot/cockpit armor module or make them just for different hulls.
mechs felt very heavy, even the lighter hull, i get the appeal, but trying to move and hover and dodge when you are so heavy becomes a pain
Will add lighter hull and chassis, also making bot less retarded could fix it. When I tested it with an actual player we naturally holded some distance and hitting/dodging feels much different and the armor starts working better
having your components damaged feels very punishing, like i have no control in my opponent hitting my legs and when they do i am completely helpless, maybe there should be a consumable item to fix your own components? idk
It was even worse at first. Guess I will balance thresholds for being broken/efficent for different chassis
when you hover vertically and look downwards while using the largest hull, the body of the mech is so wide that it obstructs the view.
Yeah maybe it was not that good of an idea to put the camera almost where it actually is. I saw it as a part of build balancing. Will try to tweak it
Well I tried to launch with umu on Linux but once I noticed it was Unreal Engine I didn’t get my hopes up, it ended up failing to install .NET and VC++ and all the other stupid bullshit UE can’t live without.
I’ll give it another try if you upload a Linux build, I do love me a mech game, and this one looked really lively from the clips I’ve seen you post of it. From personal experience UE Linux builds should “just work”, you just have to wait the fifteen extra years while all of the shaders compile again.
I installed addon for linux packaging (16gb btw thank you tim, now only my ue5.5 weights 60gb) but it fails to build, I googled my problem and for a couple of time it was mentioned I found no solution, it seems it appears on ue 5 if you try to package from windows. Sorry, mayby next version will fix it
That’s about what I expect from Epic really, there isn’t anything about it that should cause it to not work but alas. Well you tried at least, I’ll try again next time even if you don’t do one, maybe it will just randomly work at some point, however unlikely that is.
Thanks! I see ammo as a part of balancing since the mechs have relatively small hp. Could add pickups for longer missions or something like deathmatch mods
Comments
It works, but it's a bit weird. I could not hit the enemy with pretty much anything aside from the minigun (cuz I think it's hitscan) - everything else either missed or did barely any damage. There's not much of hit feedback (neither for you nor for hitting the enemy). I managed to kill one mech before dying to the second one (I ran out of most of the ammo).
Dunno about the huge white plane right under the camera - at first when I spawned I was looking directly at it and thought that the game was bugged. I guess that's the main hull of the mech - but it feels a bit too big (unless you're trying to hide the legs for some reason).
Movement works fairly well though.
Thanks for feedback! It seems you had the same problem with the camera. Yeah it was the hull and I am currently testing with it hidden from player
For a movement prototype I don't dislike this at all.
Some notes:
I started the game and the camera pointed straight down at my body and it very disorienting, took me a while to realize what was happening.
Cockpit UI limits visibility too much, I assume it will be complemented by the radar once it's working but also maybe smaller frames could have heads that give more visibility.
With the autocannons at point blank I was having trouble hitting the target's chest, I think the arms are covering the chest hitbox.
Boosting when the meter is at 0 stops your mech which seems unintended.
Boosting is also very sluggish. Fine if you want your mechs to feel heavy and sluggish but if you want to make them feel nimbler then boost should give you around 10 times the acceleration it gives right now if not more, just to help you change direction or correct your mid-air movement better.
Thanks for playing!
Damn never had this and dont even know why would it happen
Yeah the ui is in deep progress
I'll check it
Weeeeeell it was half intended as biped chassis cannot boost and run at the same time and the boosters still active just weak but it gets annoying so I'll make it turning off when there is no fuel left
Guess I will implement setting for how fast you burn fuel
Happens in my Godot games sometimes, maybe something to do with inputs being processed during the micro stutter that happens when the game first loads? I added a 0.1 seconds time window on load where inputs are discarded to prevent that from happening, it shouldn't cause any issues when loading since it's such a short time but it might stop players from accidentally starting the game while looking at the ground or the sky.
Are you giving up on seraphrame?
On hiatus. I need to figure out the landing procces, dont like the current one
HAWKEN
i liked it a lot but i'm obviously biased on the matter lol
the cockpit view felt a bit claustrophobic, there's very little free window space to see what's in front of view
mechs felt very heavy, even the lighter hull, i get the appeal, but trying to move and hover and dodge when you are so heavy becomes a pain
having your components damaged feels very punishing, like i have no control in my opponent hitting my legs and when they do i am completely helpless, maybe there should be a consumable item to fix your own components? idk
for comparison in my game when your leg gets damaged you can't jump and boost anymore but you can still walk around at least
when you hover vertically and look downwards while using the largest hull, the body of the mech is so wide that it obstructs the view.
Thanks for the video! So you didnt figure out to move cursor on the mech in the armor view to look up the armot thickness? I need to guide the player then. Also you need to hold shift not only on the ground but in the air too
Never played hawken tbh, but yeah it also looks greenish.
I will implement different cockpits, just dont know yet will I implement pilot/cockpit armor module or make them just for different hulls.
Will add lighter hull and chassis, also making bot less retarded could fix it. When I tested it with an actual player we naturally holded some distance and hitting/dodging feels much different and the armor starts working better
It was even worse at first. Guess I will balance thresholds for being broken/efficent for different chassis
Yeah maybe it was not that good of an idea to put the camera almost where it actually is. I saw it as a part of build balancing. Will try to tweak it
Well I tried to launch with umu on Linux but once I noticed it was Unreal Engine I didn’t get my hopes up, it ended up failing to install .NET and VC++ and all the other stupid bullshit UE can’t live without.
I’ll give it another try if you upload a Linux build, I do love me a mech game, and this one looked really lively from the clips I’ve seen you post of it. From personal experience UE Linux builds should “just work”, you just have to wait the fifteen extra years while all of the shaders compile again.
I installed addon for linux packaging (16gb btw thank you tim, now only my ue5.5 weights 60gb) but it fails to build, I googled my problem and for a couple of time it was mentioned I found no solution, it seems it appears on ue 5 if you try to package from windows. Sorry, mayby next version will fix it
That’s about what I expect from Epic really, there isn’t anything about it that should cause it to not work but alas. Well you tried at least, I’ll try again next time even if you don’t do one, maybe it will just randomly work at some point, however unlikely that is.
Early in development but really good start, keep up the good work.
Add some ammo pickups to the map so don't run out.
Thanks! I see ammo as a part of balancing since the mechs have relatively small hp. Could add pickups for longer missions or something like deathmatch mods