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 Movement and detachment, A FRUSTRATING ISSUE! 

Movement improvements to Cortex Command?
Run and Jump Mechanics 47%  47%  [ 9 ]
Jump Mechanics 5%  5%  [ 1 ]
Run Mechanics 21%  21%  [ 4 ]
Faster Walk Speed 16%  16%  [ 3 ]
Leave the same 11%  11%  [ 2 ]
Total votes : 19

 Movement and detachment, A FRUSTRATING ISSUE! 
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Joined: Wed Oct 12, 2011 12:28 pm
Posts: 1
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Post Movement and detachment, A FRUSTRATING ISSUE!
I’m very excited about Cortex Command it seems to be ticking all the boxes for me. It’s has depth, strategy and a great aesthetic. :grin:

But after playing 30mins I became frustrated with the movement of the bodies being detached from the architecture of the game, the body sprites don’t seem to be planted to the floor it seems floaty and imprecise when controlling them.

The movement speed is another issue its feels too slow and I think there is need of a run mechanic and a jump mechanic as well. (Maybe just tap the spacebar to jump hold to jet)

I really want this to be an amazing game when it comes out so hence why I’m forwarding my concerns.

Summary

Cons
[*]Sprites not planted on the terrain and environment
[*]Feeling of detachment from the controlled body
[*]Too much physics involved in the controlled character

Pros
[*]Aiming system is good
[*]Interface is great
[*]Depth
[*]Aesthetic
[*]Drop Pods!

Keep up the good work data realms but please take in my concerns


Wed Oct 12, 2011 2:37 pm
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Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
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Post Re: Movement and detachment, A FRUSTRATING ISSUE!
TGHR wrote:
I’m very excited about Cortex Command it seems to be ticking all the boxes for me. It’s has depth, strategy and a great aesthetic. :grin:

But after playing 30mins I became frustrated with the movement of the bodies being detached from the architecture of the game, the body sprites don’t seem to be planted to the floor it seems floaty and imprecise when controlling them.

The movement speed is another issue its feels too slow and I think there is need of a run mechanic and a jump mechanic as well. (Maybe just tap the spacebar to jump hold to jet)

I really want this to be an amazing game when it comes out so hence why I’m forwarding my concerns.

Summary

Cons
[*]Sprites not planted on the terrain and environment
[*]Feeling of detachment from the controlled body
[*]Too much physics involved in the controlled character

Pros
[*]Aiming system is good
[*]Interface is great
[*]Depth
[*]Aesthetic
[*]Drop Pods!

Keep up the good work data realms but please take in my concerns


I agree ground movement is way too slow, sluggish and unprecise, though I would never agree to remove the physics based movement which I personally love.

I agree with running. Just changing the walking animation to a running animation once the actor has reached about his max walking speed would be a fantastic idea. Maybe disable the running if too heavy

The jumping I will agree with too. Instead of heavy actors being planted on the ground they would still be able to make a small hop 1-2 meters, to make it less frustrating to have an over encumbered actor ^^

Also my own little input, it would be really nice to see simple procedural walking animations which could offset the animation according to the angle of the ground. It is so silly that a soldier can't walk up a 45 degree slope because he tries to walk up it like if it was a flat floor ^^. Would properly never happen but one can dream

If you don't care about movement being physical try out the mobility mod by mehman. It is quite smooth, though it is a bit "floaty" unfortunately.

http://forums.datarealms.com/viewtopic.php?f=61&t=25493


Wed Oct 12, 2011 4:12 pm
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Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
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Post Re: Movement and detachment, A FRUSTRATING ISSUE!
Nonsequitorian wrote:
akblabla wrote:
...


I will be releasing my own mobility mod that bases in the physics and editing/improvement of walkpaths, with some features like rolling. You can find the old one somewhere on the forum under the name "Zaneborg 1.Billion." The new one is much better, though not an update of Zaneborg (Zaneborg 2.Billion is going to be released alongside the collaboration of Roast and I).

Just be patient, I'm hammering out the kinks.


You make me excited ^^, though I don't see any point in rolling unless the actor already have a lot of momentum, but still...
It'll be awesome to see how you pull it of :)


Thu Oct 13, 2011 7:00 am
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Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
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Post Re: Movement and detachment, A FRUSTRATING ISSUE!
Nonsequitorian wrote:
Rolling has proved really useful. I can kick peoples faces off.


But how would you get through vents? I can't imaging rolling inside vents would get you anywhere ^^


Thu Oct 13, 2011 11:46 am
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: Movement and detachment, A FRUSTRATING ISSUE!
I'll fix those pie menus for you non, if you want.


Thu Oct 13, 2011 5:38 pm
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Joined: Sun Mar 13, 2011 6:17 pm
Posts: 646
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Post Re: Movement and detachment, A FRUSTRATING ISSUE!
Let me guess Z2b is going to be the AI in routekanal?

just a guess

MWAHAHAHAH......


Sat Oct 15, 2011 7:37 pm
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: Movement and detachment, A FRUSTRATING ISSUE!
Fixed, when you want them.


Sun Oct 16, 2011 11:15 pm
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