Sir_LANs-a-lot wrote:
Jeff, have you experimented with the movement of the ship flipping over and over (like the advancing enemies) to navigate it around the edge of the web? (rather than using the glide method). I know you mentioned the need to make it look elegant and the "walk" anim didn't look right at higher speeds which is why you did the gliding?
I don't think flipping would work so well. In this game the position of the firing origin is quite critical - usually it's in the "hand" of the claw that's in the direction you last moved. (You can actually shift it to the other "hand" without moving by pressing a button, quite useful if you are beset from enemies from both sides). I think everybody tried to do it instinctively in the old coin-op Tempest - try and lean your claw over as far as you can in a lane and hope to nab encroaching enemies before they flip on to you. In this game you can actually do that for real.
So you kind of want to know which "hand" you have your gun in. If you started to roll over when you moved quickly there's be no coherence over where you were holding the gun. As it is, in glide mode you kind of "hold your gun out in front of you" when you move fast.
I'm using more quotes than Giles here. It's kind of hard to describe but I guess when you play you'll see it.
Actually maybe I should add a visual indication of the gun point. I actually had that in as a test during developing the claw movement. If I tart it up maybe it'd be a useful indicator for the real game.
Justified and Ancient.