Game
Robosnare
11 years ago

Major gameplay improvements made for Robosnare


While I was satisfied enough with the projects execution of concept to submit it to the #indiesvspewdiepie game jam, there were many things I didn’t have time to thoroughly test or experiment with. Now that the game jam has completed I’ve been able to spend my time working hard and thoroughly playtesting the game to refine each area of gameplay to a degree where I’m properly happy with it, and it is now reaching that point which I’m really pleased about.

Here’s a video showing the improved gameplay - https://www.youtube.com/watch?v=0htSClZxPjQ
Improvements include-
-Far easier to move around (especially turning)
-Better pose frames for enhanced combat experience (e.g. punch is more stretched forward than previously where it was curved, which works better now with the improved turning)
-Better physics workaround to keep players on the ground/not as floaty/easy to be thrown around as before-giving you a better experience controlling your character.
-Better pacing and method of input. Now instead of gameplay slowing down then speeding up again it has a reduced curve for this while instead pausing until you’ve input 3 actions (if you input all 3 actions before the ‘motion step’ it will continue smoothly). Later you’ll be able to choose between continue mode (where at each ‘motion step’ it will continue even if you haven’t chosen 3 actions) wait mode (it will wait for every player to input 3 actions) or timed mode (where you will have 5/10/20 seconds after it pauses to choose your actions before it continues-if everyone has input there actions before the time is up it will continue at that point).
-Better armor appearance (changed the way the armor looks for a sharper better appearance)

I really hope you like the improvements shown here. It’s so much better now that I feel relatively embarassed to have the current iteration available to download, so I really hope that if you even have a remote interest in the concept shown that you will stick around to try the post-release version which will be submitted some time after the voting has ended.

My next goals now are to have all of this working smoothly with multiplayer, ironing out any bugs that may pop up there, then developing the health/damage system.



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