Tank mode is kinda lame, helicopter and jet sections are top notch. Flew out of bounds a couple of times while on the plane. Minimap is a great addition cuz otherwise I would've been lost.
Short and sweet, I mostly liked it (the final checkpoint in the tank mission required stealth lol)
"Ending with a bang" sure felt ominous. Thanks for playing and recording a video, these are so informative. The tank combat is very different in the updated version, and addresses a lot of the things I think you had issues with, so if there's a next time I'm really curious what you think about that. I'm glad you liked the helicopter, and considering everybody else has been saying the original jet mission is impossible, I'm surprised you were able to beat it with no issue at all!
Mouse isn't locked into the window, which causes some strangeness. Weird bindings. Given how many vehicle demos you make, i feel like you should just have a premade rebindings menu you can paste into any of your projects by now that would solve 90% of the complaining, it's pretty easy to set things like that up once and reuse forever.
If I was ever to make my own rebinding screen, there's a lot of features I want to add to it because rebinding screens are something I feel very strongly about, but it would probably take me months to make one good enough. Maybe one of these days I'll do it. In real life though, any sufficiently complex game would just be using Rewired which comes with a rebinding screen.
I was able to get real high up by flying into a mountain and converting the horizontal velocity to upward velocity. I couldn't see shit from the cockpit then until I mashed buttons and found the view swap key. the controls are hard to get used to. but the plane's.. are even harder!! It's a professional tiny game. my favorite part is the tank handling feel. it almost made me yearn for a tank drifting game. how's that different from other drift games? dunno. well turning felt real good.
arrows instead of wasd for movement triggered me. bro..
Funny enough the jet has an altitude limit, but I never got around to adding one to the helicopter. I'm not sure if I'll keep the cockpit view, but it's there out of habit, especially since aside from the jet it doesn't really have any practical benefit. I'm glad the tank felt good, because the controls on the tank in particular I was nervous about. As for keys, yeah the control scheme is broken for MKB since it was very prototypey code and for the Steam Deck first and it's not something I could quickly fix.
First time playing. I played on a controller and the tank and helicoptor controls were very intuitive and I've picked up their movements up quickly and finished their scenes first try. The jet took a little while to get used to but and I had to devise a tactic to destory the tanks without being destroyed myself but I was able to complete the scenario after a few attempts.
For me I really like the art style you are going for. I've seen some of the pictures and videos you have posted and I'm glad to say it looks just as good to play as in the screen shots.
I suspect the jet movement is still a little work in progress as it can bounce on the floor, fly out of bounds and I even got it stuck in a house.
Criticism is difficult on this one, I assume they'll be missions coming and more structure to the game. I'm looking forward to seeing more content
Which part of the jet "took a little while to get used to"?
If you played the original demo version, and you managed to beat the jet mission are you part of an elite few 😂. That was hacked together very quickly and while I thought it was a fun challenge, it seems most people found the mission impossible. I'm glad that there was enough there for somebody to figure it out.
The art style comment makes me a little nervous, because I kind of want to make the vehicle models "worse" (lower poly, roughly the same texture detail, but lower res textures (Synty textures are like, 4k, even though they're that simple)) and replace them all with my own models, but if people like the current graphics too much that might be problematic. Maybe I stick with the "Synty models but fixed" style for the vehicles. Everything else would stay the same though. The smoke, VFX, terrain, and general look of the game is representative of what a "final" version would look like.
It was the dual stick controls for the jet thrusters which took a little getting used too. Admittedly I haven't played a flight simulator / combat simulator in a very very long flight so I'm unsure what is the standard jet controls scheme for a controller. For the final jet stage I found the technique of flying very high then straight down whilst firing onto the tanks worked best whilst a more horizontal attack on the tanks would end up with my jet being shot down.
A couple of my favourite games are Battlezone 1998 and Body Harvest which are multi-vehicular games with "worse" graphics so I would like that artstyle too.
This is actually a very atypical airplane control scheme for a video game. I can only think of a couple games off the top of my head which use this kind of control scheme, which is why I was so curious. Thanks for the reply. Re: graphics, this is the level of fidelity I'd be shooting for with the vehicle models. The terrain is already there.
The game starts without mouse capture so when I saw the turret moving on its own I thought it was following the cursor while I was using the gamepad, turns out the tank auto aims which is always lame.
I like the models I think you did a good job there.
Some thoughts on each phase: I prefer moving tanks with the D-pad (or keys) because they are able to pivot on the spot. Your tank struggles with this, it looks like its rotation rate is linearly dependent on its speed, maybe it could have some higher minimum value for pivoting. It also keeps moving forward or backward if you hold A or D. Gameplay-wise you're moving around and spamming sluggish auto-aimed shots, not very interesting.
The helicopter controls fine, I prefer when helicopters have a throttle since that lets you do tighter turns.
The plane physics are really forgiving, you can slow up so much that it basically hovers on the spot. Still, timing strafes and avoiding missiles was more fun than the "throw off the enemy aim and hold the fire button" gameplay of the other phases imo. Tanks are a menace even when you're flying at max speed which is funny.
It was neat. Not having to aim and the overly simple controls didn't grip me but that's personal preference.
I like the models I think you did a good job there.
Thanks, I bought them myself. I edited a couple of them (the tank and helicopter, the jet is untouched) to smooth them out from the atrocious Synty memepoly look.
I can't believe anybody uses the D-Pad for anything movement related in 3D in 202X but I guess I'll keep that in mind. Based on feedback I've made the tank a lot more nimble. It's still faster to turn at speed, but its standstill turn rate should be fast enough for it to be a non-issue now. The auto-aiming is still there, but it's a lot more obvious what's happening. Also based on feedback though, the tank combat is pretty different, emphasizing both mobility to dodge incoming fire, and if you have to eat a shot, the armor facing matters much more. I think it's a big improvement.
-Why only arrow keys to move when you use mouse to rotate the camera... where's WASD? Guess I'll use controller.
-Tank autoaiming including taking travel distance in account wasn't obvious, I thought it was broken since I was trying to aim manually. Maybe tell the player you have a gunner you just have to maneuver into position or something.
-Chopper is alright, I don't have much experience with them but it felt like it was a tad slow. Also the waypoint didn't exist, there was only the arrow that points to the waypoint, but instead of a waypoint there were enemies. Which is fine, but it was a little confusing at first since it was so prominent in the tank section.
-Jet section is 100x harder than the other two, in part due to no super auto aim, but also the tanks take more hits from a jet's missile and cannon than a chopper... and they hit me more easily. To be precise, they always shoot at you from anywhere so it's hard to do strafe runs. Also it feels like ass, why am I the only thing they care about, unless this is a different battle than the previous two? Feel wise, it's quite meh. Having played ace combat, it feels so wooden in comparison. Also no HP on the HUD.
-I give up since I have no joy and die a dozen times. In concept a variety arcade game like this is fun, though so far all of them feel lacking, the first two are so easy I was falling asleep, and the jet is busting my balls too much. My initial reaction is to either make the jet match and make it easier, or remove the autoaiming from the other two modes so it's a more even experience.
-Visuals are solid, good contrast between targets and the environment.
Not sure how much you have planned, but the base is coming along nice. Keep up the good work.
Thanks for the feedback, the post-DD patch was based on a lot of this stuff. The way aiming works was really unclear, so one of the biggest changes in the patch post-feedback was fixing how the HUD works. Yeah, because of multiple saying the jet mission was so difficult, it's been changed quite a bit in the patch too.
Comments
https://www.twitch.tv/videos/2616423910
Tank mode is kinda lame, helicopter and jet sections are top notch. Flew out of bounds a couple of times while on the plane. Minimap is a great addition cuz otherwise I would've been lost.
Short and sweet, I mostly liked it (the final checkpoint in the tank mission required stealth lol)
"Ending with a bang" sure felt ominous. Thanks for playing and recording a video, these are so informative. The tank combat is very different in the updated version, and addresses a lot of the things I think you had issues with, so if there's a next time I'm really curious what you think about that. I'm glad you liked the helicopter, and considering everybody else has been saying the original jet mission is impossible, I'm surprised you were able to beat it with no issue at all!
Mouse isn't locked into the window, which causes some strangeness. Weird bindings. Given how many vehicle demos you make, i feel like you should just have a premade rebindings menu you can paste into any of your projects by now that would solve 90% of the complaining, it's pretty easy to set things like that up once and reuse forever.
If I was ever to make my own rebinding screen, there's a lot of features I want to add to it because rebinding screens are something I feel very strongly about, but it would probably take me months to make one good enough. Maybe one of these days I'll do it. In real life though, any sufficiently complex game would just be using Rewired which comes with a rebinding screen.
I was able to get real high up by flying into a mountain and converting the horizontal velocity to upward velocity.
I couldn't see shit from the cockpit then until I mashed buttons and found the view swap key. the controls are hard to get used to. but the plane's.. are even harder!! It's a professional tiny game. my favorite part is the tank handling feel. it almost made me yearn for a tank drifting game. how's that different from other drift games? dunno. well turning felt real good.
arrows instead of wasd for movement triggered me. bro..
Funny enough the jet has an altitude limit, but I never got around to adding one to the helicopter. I'm not sure if I'll keep the cockpit view, but it's there out of habit, especially since aside from the jet it doesn't really have any practical benefit. I'm glad the tank felt good, because the controls on the tank in particular I was nervous about. As for keys, yeah the control scheme is broken for MKB since it was very prototypey code and for the Steam Deck first and it's not something I could quickly fix.
Tried the update
It's almost a video game.
Forgot to post here
Already talked about this elsewhere but this was extremely informative, thank you very much!
First time playing. I played on a controller and the tank and helicoptor controls were very intuitive and I've picked up their movements up quickly and finished their scenes first try. The jet took a little while to get used to but and I had to devise a tactic to destory the tanks without being destroyed myself but I was able to complete the scenario after a few attempts.
For me I really like the art style you are going for. I've seen some of the pictures and videos you have posted and I'm glad to say it looks just as good to play as in the screen shots.
I suspect the jet movement is still a little work in progress as it can bounce on the floor, fly out of bounds and I even got it stuck in a house.
Criticism is difficult on this one, I assume they'll be missions coming and more structure to the game. I'm looking forward to seeing more content
Which part of the jet "took a little while to get used to"?
If you played the original demo version, and you managed to beat the jet mission are you part of an elite few 😂. That was hacked together very quickly and while I thought it was a fun challenge, it seems most people found the mission impossible. I'm glad that there was enough there for somebody to figure it out.
The art style comment makes me a little nervous, because I kind of want to make the vehicle models "worse" (lower poly, roughly the same texture detail, but lower res textures (Synty textures are like, 4k, even though they're that simple)) and replace them all with my own models, but if people like the current graphics too much that might be problematic. Maybe I stick with the "Synty models but fixed" style for the vehicles. Everything else would stay the same though. The smoke, VFX, terrain, and general look of the game is representative of what a "final" version would look like.
It was the dual stick controls for the jet thrusters which took a little getting used too. Admittedly I haven't played a flight simulator / combat simulator in a very very long flight so I'm unsure what is the standard jet controls scheme for a controller. For the final jet stage I found the technique of flying very high then straight down whilst firing onto the tanks worked best whilst a more horizontal attack on the tanks would end up with my jet being shot down.
A couple of my favourite games are Battlezone 1998 and Body Harvest which are multi-vehicular games with "worse" graphics so I would like that artstyle too.
This is actually a very atypical airplane control scheme for a video game. I can only think of a couple games off the top of my head which use this kind of control scheme, which is why I was so curious. Thanks for the reply. Re: graphics, this is the level of fidelity I'd be shooting for with the vehicle models. The terrain is already there.
The game starts without mouse capture so when I saw the turret moving on its own I thought it was following the cursor while I was using the gamepad, turns out the tank auto aims which is always lame.
I like the models I think you did a good job there.
Some thoughts on each phase:
I prefer moving tanks with the D-pad (or keys) because they are able to pivot on the spot.
Your tank struggles with this, it looks like its rotation rate is linearly dependent on its speed, maybe it could have some higher minimum value for pivoting. It also keeps moving forward or backward if you hold A or D.
Gameplay-wise you're moving around and spamming sluggish auto-aimed shots, not very interesting.
The helicopter controls fine, I prefer when helicopters have a throttle since that lets you do tighter turns.
The plane physics are really forgiving, you can slow up so much that it basically hovers on the spot. Still, timing strafes and avoiding missiles was more fun than the "throw off the enemy aim and hold the fire button" gameplay of the other phases imo. Tanks are a menace even when you're flying at max speed which is funny.
It was neat. Not having to aim and the overly simple controls didn't grip me but that's personal preference.
Thanks, I bought them myself. I edited a couple of them (the tank and helicopter, the jet is untouched) to smooth them out from the atrocious Synty memepoly look.
I can't believe anybody uses the D-Pad for anything movement related in 3D in 202X but I guess I'll keep that in mind. Based on feedback I've made the tank a lot more nimble. It's still faster to turn at speed, but its standstill turn rate should be fast enough for it to be a non-issue now. The auto-aiming is still there, but it's a lot more obvious what's happening. Also based on feedback though, the tank combat is pretty different, emphasizing both mobility to dodge incoming fire, and if you have to eat a shot, the armor facing matters much more. I think it's a big improvement.
-Why only arrow keys to move when you use mouse to rotate the camera... where's WASD? Guess I'll use controller.
-Tank autoaiming including taking travel distance in account wasn't obvious, I thought it was broken since I was trying to aim manually. Maybe tell the player you have a gunner you just have to maneuver into position or something.
-Chopper is alright, I don't have much experience with them but it felt like it was a tad slow. Also the waypoint didn't exist, there was only the arrow that points to the waypoint, but instead of a waypoint there were enemies. Which is fine, but it was a little confusing at first since it was so prominent in the tank section.
-Jet section is 100x harder than the other two, in part due to no super auto aim, but also the tanks take more hits from a jet's missile and cannon than a chopper... and they hit me more easily. To be precise, they always shoot at you from anywhere so it's hard to do strafe runs. Also it feels like ass, why am I the only thing they care about, unless this is a different battle than the previous two? Feel wise, it's quite meh. Having played ace combat, it feels so wooden in comparison. Also no HP on the HUD.
-I give up since I have no joy and die a dozen times. In concept a variety arcade game like this is fun, though so far all of them feel lacking, the first two are so easy I was falling asleep, and the jet is busting my balls too much. My initial reaction is to either make the jet match and make it easier, or remove the autoaiming from the other two modes so it's a more even experience.
-Visuals are solid, good contrast between targets and the environment.
Not sure how much you have planned, but the base is coming along nice. Keep up the good work.
Thanks for the feedback, the post-DD patch was based on a lot of this stuff. The way aiming works was really unclear, so one of the biggest changes in the patch post-feedback was fixing how the HUD works. Yeah, because of multiple saying the jet mission was so difficult, it's been changed quite a bit in the patch too.