i kind of like the WASD movement, as it allows you to aim (im assuming we'll have a weapon at some point, and id rather be able to aim than shoot stright, the mouse is also good for looking around when unarmed, keeping tabs on enemies etc..); but it would make getting around a planet a pain.. maybe use AD to walk around a planet according to what side you land on it: ie. land on the bottom, press Right to go right and continue in that direction until you land on another planet, up jumps and down rolls/crouches/dives.
it would need to be tested.
on the more complex movements above, i think if you are stationary and press down you should crouch, while moving and pressing down the player should go into a dive, if movement is continued while diving it will become a roll. blah that makes little sense.
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S = crouch
S + D = dive to prone right
S + D + diving right = roll to standing right
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A + D + facing right = backwards roll
A + W + facing right = jump backwards
A + S + W + facing right = backflip
D + S + W + facing right = frontflip
rolling + W = spring jump
awesome work getting some code done.
maybe we do just have the screen rotate with the character. that would be insane if it actually flipped around when you rolled or flipped, it would put a physical limit on how much flipping and rolling and acrobatics' you could do, as it would disorientate you a lot, just like flipping around in and out of different gravity would.
how possible is motion-blur shaders in flash? im seeing more blur the faster you go here.. zoom! and maybe less blur around the character, like as you go out it gets more and more blurry? delirium!
i still like the cartoon feel over all the photorealism, like i can see this working with textures and stuff all through the planet, but more cartoonish. think SMG, the textures are detailed, but not photorealistic, they look cartoony and fun. that would work with this, we'd have cooler explosions and probably a darker feel but similar. that or just block colour.. mixing two art styles doesnt really work though.
on inertia and sticking, maybe have it so the planets are in defined orbit until very large force causes them to be knocked out.
this could be defined per planet like
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planetoid {
image = contentfile
filelocation = /<dirs to planets>/file.svg|file.png
scale = !scale
gravityforce = !planet_gravity_ms
addorbital = planetoid { <defined here or elsewhere> }
orbitdistance = !distance
orbitspeed = !speed
orbitdirection = <boolean>
orbitdeform { <vars, skew etc> }
orbitlock = !strength
addsurface = mapobject { <defined here or elsewhere> }
pos = !degrees
surfacedepth = !depthpercent //could be used to place things above the surface as well, with 150% etc.
etc.
}
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addstatic = planetoid { <defined here or elsewhere> }
location = vector
locx = !x
locy = !y
staticlock = !strength
anyway, enough code musing. most of it should be self-explanatory anyway.
i like the idea for the level structure condog.
awesomeness this is becoming.
we need a good movement system though... i like the WASD + flippycamera ^^