Look, don't worry about pitch. Pitch takes care of itself.
Pre-flight checks may have been skipped, and I'm not sure that the joystick was zeroed properly....
Thoughts
This LD was mainly for getting the hang of Godot, so the project is a little basic...but oh my is this game editor lovely. Referencing objects is simple, the signal/observer pattern is clear, 3D tools are close enough to Blender to be doable, it's just _nice_. This was also my first solo run with Blender, another program that's come on in leaps since I last looked at it.
The game itself has a cunning pun in the mechanics (stuck in a loop, see), and I was going for the idea of taking a simple task (fly though the rings) and making it tricky because the agent in the game isn't quite doing what you want. Unfortunately, I couldn't come up with a good way to solve the depth-perception problem, adding an extra layer of frustration on top of the already existing layer of frustration that's supposed to be there. Please give thoughts in the comments!
Oh geez, now I know why you shouldn't fly a plane without properly calibrated controls! You've created one heck of a difficult game, but I love the graphics which made my frustrations attempting to fly through those circles passable :) Great job!
I like the idea and feel like there is some potential here, but the learning curve is quite steep. I could never get through more than 3 loops before crashing. With a little more polish I could see it becoming quite fun. The biggest issue is probably that it’s hard to judge exactly where your ship is. The shadow helps, but since the terrain isn’t flat (or doesn’t look it at least) it’s really hard to judge exactly where your ship is. Having the top and bottom side of the ship look the same doesn’t help either.
Oh, another Godot first-timer! It really is nice, isn't it? I also love the seamless integration of coroutines (yield(..)), which makes it very easy to script events. Just an all-around winner.
@gurbx@joonamo I did try a flat ground, but it was actually worse :/ And early exeriments with the camera nearly left me feeling seasick, I wouldn't wish that on anyone XD I might try hazy clouds at set layers, to give a set of of under/over layers.
@indigo I looked at coroutines, but was having too much fun with the rest of it - next time, though...
@finalforeach Yeah, I meant to add a fence so you were around the central areas where all the rings spawn, or at least encouraged to go back there but time. The ground collision was a bit hacked together.
I've played flight simulators a lot, so I liked this. I was wondering how broken controls and going through hoops related to the theme, but somehow didn't expect to be stuck doing loops with the plane. It was a bit tricky to figure out, but I started getting a hang of it and got through 9 hoops before getting overconfident and crashing.
I think the shadows do a decent job of giving me a clue about the depth, but maybe tweaking the camera FOV to be a bit wider (looks like it's orthographic as it is now) would make it more obvious.
Given the title and the multiple joystick warnings given in the intro, I did not know what to expect. The first few seconds of the game made me chuckle, and even more so when I realized how it was tied into the theme. Great job !
Strenghts : - The interpretation of the theme - Fun contextualization and gameplay - Still easier to control than Elite Dangerous with no assists
Possible improvements : - Please stop reminding me how much I stuck at flight/space sims
This is a very fun and unique entry, good job! I had a lot of fun figuring out the different ways to move around despite the limitations. I wish that the rings had shadows under them, since, because of the isometric graphics, it's really hard to tell where things reside in space.
Nice game. Difficult to control, I suspect it'll take a while to get used to the controls and the plane's response to them. Liked the graphics. Well done!
Comments16
I like the idea and feel like there is some potential here, but the learning curve is quite steep. I could never get through more than 3 loops before crashing. With a little more polish I could see it becoming quite fun. The biggest issue is probably that it’s hard to judge exactly where your ship is. The shadow helps, but since the terrain isn’t flat (or doesn’t look it at least) it’s really hard to judge exactly where your ship is. Having the top and bottom side of the ship look the same doesn’t help either.
@gurbx @joonamo I did try a flat ground, but it was actually worse :/ And early exeriments with the camera nearly left me feeling seasick, I wouldn't wish that on anyone XD
I might try hazy clouds at set layers, to give a set of of under/over layers.
@indigo I looked at coroutines, but was having too much fun with the rest of it - next time, though...
@finalforeach Yeah, I meant to add a fence so you were around the central areas where all the rings spawn, or at least encouraged to go back there but time. The ground collision was a bit hacked together.
I think the shadows do a decent job of giving me a clue about the depth, but maybe tweaking the camera FOV to be a bit wider (looks like it's orthographic as it is now) would make it more obvious.
Strenghts :
- The interpretation of the theme
- Fun contextualization and gameplay
- Still easier to control than Elite Dangerous with no assists
Possible improvements :
- Please stop reminding me how much I stuck at flight/space sims