#Small change in movement acceleration/deceleration for slightly more natural movement?
30 messages · Page 1 of 1 (latest)
No physics-wannabe impairments. Not in this game.
In terms of 'windup/wind down', that's really overstating it by quite a bit on my part--it's a feature that is in a lot of games and you barely notice it, it's a tiny tiny tiny adjustment made to make movement feel very slightly more natural and not so 'stop and start'. I'm not talking about GTA5 physics impairments, I'm talking about a regular video game feature that is present in most video games.
In almost every game you play, your character doesn't stop moving on the EXACT frame you let go of the button, even if the movement afterwards is so negligible that it couldn't possibly affect anything that happens; it's just a gamefeel thing. That's what I mean.
Being common says nothing about it being good in every single place you can apply it in. Dying to this delay will annoy the heck out of people and in a game with movement inaccuracy it WILL impact gameplay beyond requiring stricter reaction time.
The game feel part is preference. Failure despite correct input isn't.
What do I play then?
I'm not going to lie, I'm rolling my eyes at you.
Like, every FPS game ever made?
A lot of twin-stick games ever made?
Virtually any game where you control a character?
My library has quite a share of exceptions.
That's great man.
Anyway, if it's preference, that'd be my preference, and I'm talking about a change so negligible that it would never lead to anyone dying unless they were probably about to die for sure anyway.
It seems as if you're very much overblowing what I'm discussing as 'a meaningful amount of lag meant to simulate substantial weight' and not 'a tiny amount of input delay meant to simulate a physical object moving in a space rather than a game object floating around a board'
In a game with edge cases where the player is intended to reliably dodge or an enemy can kill a full health one it's not just those who would have died.
And if you really don't think that isn't present in most games where you control a character, I just don't think you're sensitive enough to this kind of thing to notice.
Synthetik 2 isn't magically special in some way from other games that do just fine with this feature and are equally difficult.
I've been giga pedantic on movement for a while and the one game extra full of inertia I play(severed steel) solves this by making the player immune to enemies while under inertia.
... Maybe I'm really intoxicated and I'm wrong as I think about it further, and it is an animation issue. I don't know. Something about Synthetik's movement feels very stop and start in a way that most games I play of the sort don't, and I don't know what else it would be other than 'it just feels too snappy'.
It just feels very 'stiff', and it's my sole problem with the way the game plays.
"Change gameplay because an animation is off."
You are mocking my foolishness while I'm in the middle of cedeing it. You're not beating the annoying allegations.
Relax man.
I'm literally saying I might be wrong and I don't know what the solution is to the problem that I'm experiencing, if there is one.
And/or I was also saying that I may have been misinterpresting it as a gameplay rather than an animation issue, not your weird twisting of what I was saying.
When it comes down to stuff as sensitive and subjective as gamefeel, it's hard to nail your complaints down exactly sometimes, and perhaps I spoke a little too soon before I had identified the problem.
Huh my comment disappeared
We tried it and you're right it's natural, but with the instant standing and firing it would probably detriment the gameplay, so we removed it again
Traditionally yes you would do this
stopping to shoot is gross bc of this and the whole game suffers for it constantly
? there is no smoothing right now so the movement input is perfect