#Glide is very awkward to use
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I agree that the glide mechanic is cumbersome, having to press the jump button 3 times. I thought it would be more natural for the LT do the gliding while you're in the air, and if you're on land, LT dashes as usual.
Glide mechanic is fine to me.
Agreed that for me, having to triple click feels clunky. I’d rather hold jump on the double jump to glide.
In classic Spyro, glide is pressing jump twice. In Legend of Spyro trilogy however, where you have a double jump, you hold the button after pressing jump twice (or after a single jump even). In the third game specifically (dawn of the dragon), theres also flying, which acts as your third jump input. I feel like that distinction, whether or not you have a double jump, is a contributing factor to how it feels, especially as you also need a 4th jump input to hover.
I got used to the inputs for Glyde, though Ive also been playing a lot of DotD recently, so maybe thats part of it. Ive also been using Glyde's glide when not trying to fly around as more part of a "triple jump" sequence (canceling into hover immediately) when just navigating along the ground, so my thoughts on how it feels are a bit skewed. Being able to dash out of glide is nice though personally, so idk if Id want that to be a contextual input.
We did experiment with holding the button etc but it was feeling very weird considering we also wanted the "hover" at the end so in the end we opted out for just pressing the button and not holding
We will probably look back at it again for the full game and see if we can come up with something that feels good and intuitive but also doesn't require a lot of button pressing
Yeah, I can see how making it hold input would then make hovers after feel awkward to use instead.
I think that because you also added the option to jump after gliding it makes even more sense with current controls. To me it is good either way
The thing you also get with gliding not being required to be held, is that it's easier to use gliding to kite in combat while weighing your options and using an ability out of your gliding state.
the hovering feels fine to me
it's just like if classic spyro got a double jump and the hovering was remapped to the jump button instead of being on the button opposite to it
Basically, yeah.
It's classic Spyro with a double jump.
And it really helps out in combat if you need a moment to think.
i do wonder though how the game would feel if the stick was in neutral position he just sorta hovered down like spyro does in AHT and TLoS when you hold down the jump button, and when you pushed the stick into a direction he'd go into that
have you tested that?
Could be interesting, but I think once you get used to Glyde moving forward with gliding, it's way more useful because he just keeps going without you needing to input anything extra.
true
Wait glyde can hover?
Press the jump button again after the double jump.
that's just the regular gliding though?
I think there's only one type of gliding, but I didn't finish the demo.
You'd be surprised, but the latest version of Spyro (being in Crash Team Rumble) has now THE EXACT same controls for gliding as Glyde have. So these controls have become handy real quick to me and intuitive as well.
Rumble Spyro movements: jump > double jump > glide > hover. All by just pressing X.
The triangle button was replaced for manageable power.
I totally forgot lol.
I was maining Spyro in Rumble and got genuinely surprised that he played like Glyde.
It is lol
Jump > Double Jump > Glide > Hover, so press the jump button 4 times. You can get a small hover if you press jump again while gliding, which can be used if you would otherwise just barely miss a ledge. You can also use this as a mini "triple jump" as well if you hover immediately after starting a glide, which can let you climb up certain ledges/walls that you wouldn't be able to otherwise.
Also, after playing some more on controller this time around, I got used to the way glide is currently implemented, and I think I actually prefer it being an input thinking on it more. After trying to combine other momentum abilities with my jumps and such, I think I am leaning more on preferring it being a button press, rather than a hold. It makes it so each action feels very deliberate, especially when chaining together elemental abilities and such, or trying to do aerial maneuvers in combat. I can imagine how it might feel more awkward in testing to have it be a hold, when all other abilities and actions are very distinct button presses or combinations in a sequence.
The Legend of Spyro (TLoS) series does manage the glide much differently, though its combat systems are much simpler and slower overall compared to Glyde's faster combat mecahnics. Combos strings here feel a lot more distinct and varied, and of course much longer than Legend of Spyro combos, given instant element switching, twice as many elements, and a plethora of different options. Likewise in TLoS, you're not really expected to me moving around much in combat or strafing around dodging enemies with a lock-on system. Spyro's movement is far slower and less mobile overall across in the trilogy (and even counting advanced tech used in speedruns and stuff, its still not often useful in actual combat or doesnt involve gliding anyways). As such, the glide there is almost strictly for platforming only, so I suppose in that case designing it as a hold input works okay.
Maybe in the future as the movement/combat mechanics evolve, making it an option to toggle in settings to make glide either be a tap or hold input? That way anyone can just choose what feels better to them (and just have the default be as things are now if that's been the general concensus from earlier testing feedback)
And that's interesting Spyro has the same controls as Glyde in Crash Team Rumble :o
Ohhhhh, I honestly never really interpreted that as a "hover", more of a glide-cancel/additional jump to get out of gliding
Ah! Yeah, I honestly just call it hover since I'm too used to Spyro terminology ^^;; Pretty sure that's what its called in game/in the options menu though. I see it that way anyhow in Glyde since its not really enough height for a true "triple jump" or anything on its own. Definitely see what you mean by glide cancel though.
Yeah, hover makes sense though overall. I don't mind if we continue to carry it over.
i had no idea, i've not played crash team rumble