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Post by Muffin Man Productions in Star Wars: Green Squadron comments - itch.io
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First off, I would like to say that I really appreciate the time you put in to make a detailed critique of my game. The honest feedback is really important. However, I would like to point out, in case you weren't aware, I am a one man team and 99.9% of the game was coded/designed by me, without using any outside packages, aside from a couple default Unity ones, mainly for the camera transitions.  (Some of the 3D models are reused from older games)

That being said, please cut me some slack as I will try to address most, if not all of your suggestions.

First off, as far as the menu goes, while I understand that contrast is important, I have already tried using different color schemes mixed with green, and the current one is what I believe looks best - being the blue and green for buttons. For text without backgrounds, I will try to make the outline more visible.

For the crosshair, I will try to add a system that will improve the visibility on brighter maps, like Hoth.

For the non-world space UI - the reason it is like that was for simplicity on my part and due to how the UI operates on a scripting level - meaning this would require more work to fix. While I do want to change this eventually, I feel there are more important things to work on first.

As far as the target indicators (red and green markers), I will be working on a complete overhaul for those, since I completely agree that it looks bad. I am not sure what the final solution will be yet, but I will update you on what I decide.

And finally, as far as the aiming goes, I will try my best to improve this, since you are not the first to bring up this issue. I will be doing some research on the best way to go about fixing the crosshair movement and provide either a fix in the next update, or respond with my findings.

Again, thank you for your feedback and for playing my game.

I understand. Like I said, what you've done so far is very impressive. For me, these were the only tell-tale signs that this was a fan game. I hope I didn't make you feel discouraged.

On a technical level, the things I mentioned seemed easily fixable to me, but then again, I haven't seen the source code. By the way, you might wanna look up IL2CPP. For your sake, I won't get into details in a public comment section.

Anyway, I will watch this project progress until the cease and desist comes. Keep up the good work.

I have released the V8.3 update with several improvements to the UI. I did experiment with changing the aiming but I discovered that in order to make the crosshair perform like you suggested, I would have to change it from world space to screen space. The way it works now is the crosshair is always positioned directly in front of your starfighter, so the input delay you are feeling is actually the smoothing being applied to the starfighter's turning. I'm not yet sure if I will change this, since I would essentially need to take input for the crosshair separately.

These are some welcome changes. Apart from the blue stroke around the green text against the blue background on the loading screen. I don't really get that decision. Didn't really improve on visibility.

Regarding the aiming: I am curious why you chose not to copy Battlefront (2004)'s implementation in the first place. That's the most self-evident aiming mechanic. I honestly feel like you are making it harder on yourself by deviating, and for no real gain.

I can also see you still haven't changed your scripting backend to il2cpp. It's super easy to do. If you give me an email address, I'll elaborate on why it would be in your interest.

(1 edit)

If you can, join the discord and we can go into much greater detail about this.









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