This is fixed for good now, check out 0.6.8b that I just uploaded! On a sidenote, it's funny how I started out with a fligh model that I thought was pretty realistic or at least the basic math was sound, and I end up with a model that's more and more hack-y. Whatever works I guess, it's all about the feeling!
0.6.8c is out! Hi, I uploaded a new build (0.6.8c) - adjusted drag (to inbetween 0.6.8a & b) - relaxed camera a bit - tweeked bird animation - made back of the wing a part of the physics system like the tail to give it more life (rustling feathers)
When I zoom along and then coast in level fling the wings wobble notably after the flapping stops. Is that what you mean in the last point? It feels a little strange to me. I notice if I flap and then dive hard and level and coast, I don't see that wing wobble, fwiw. bp
It was an experiement gone horribly wrong, QA (Marco) stopped it! So I've uploaded a new build (0.6.8d) with normal wings.
Much better. I notice the sensitivity and bird speed sliders are defaulting to different < 50% settings. Is that your sweet spot setting you want us to feel out? bp
It shouldn't do that unless you do a fresh install. It's for first-timers. I feel it's good for them with a little lower speed and sensitivity to ease them into the flying, so they don't get a total shock! For experienced user I would say go for between 50 % and 100 % speed depending on your preference and the sensitivity should be as high as you feel is comfortable, it varies a bit from device to device, but at least 50 % I would think, probably higher...
First time I've seen this but it looks pretty amazing! Flying games for the sake of flying are under appreciated.
Ah. Many versions ago you suggested for the new version we delete the old one before installing new. Since then I have been doing that, so a fresh install each time. Not necessary?
Well, my opinion on how far the bird should be able to soar down to a stop may not be the best one. To me it feels better to have the mechanics such that the bird can soar for 4-5 x 256 voxels as opposed to 13, but your notion is probably the better one, given that you are closest to the game and are trying things we're not even seeing in between builds. (I know you have added drag since the comment I am responding to, I just never got around to commenting on that.)
I strongly feel that double width and half length would feel too short. I think current width and current length fit the bill.
Thanks! I'm happy you feel that way... BTW: Prune looks really cool judging by the beautiful trailer! I'm glad you were able to make a game out of it, I remember seeing a demo a bit back with just the core mechanic and I wondered how you would make a game out of it. Soon I'll see, good job!
Not anymore, it will automatically regenerate the terrain for each version and keep your settings. Of course when I change up the options menu, I will reset all the variables. So only do a fresh install if you experience some kind of weirdness with the terrain (like solid walls).
I will just have to try it out. If it's too short, I can always append two of the same biome after each other, it would probably work pretty good.
I read the email point you made on this. Maybe based on what I saw and what you explained, 512 and half length is the way to go. I'm anxious to test it, if you try it out.
Are there any plans for new biomes? I'd personally like to be able to fly past a few acres of farmland or low hills, even a sunflower field.
Yes, here is the prelimary list of planned biomes (in sequence): Desert Canyon Tropical islands Mountain Jungle Cave Volcanic Floating islands We try to make each biome distinct from eachother and also topologically interesting (not flat in other words!). But we haven't decided on a set list of biomes yet, we might expand it if there is some good ideas. We would like to keep it nature-like though, but fantasy is ok (like the floating islands).
I'm reworking it now, and I think it's going to work out great! The doubling of the width really makes a huge difference, the biomes will feel more extensive actually, even though the length is shorter. This is because the looping doesn't even out the terrain as much as it did with only 256 voxels. I'm very optimistic...