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IDProjectCategoryLast Update
0017871Starward RogueGameplay IssueDec 1, 2015 12:55 am
ReporterBluddy Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.137 (Revised Room Art) 
Fixed in Version0.200 (First Steam Version) 
Summary0017871: Graphical feedback post 0.137
DescriptionCross-posting from the forum.

This update definitely went a long way towards making the game feel more cohesive and 'real'. I really like the shadows, I like that they vary slightly in size as you move around, giving you a feeling of slightly different heights or moving up and down, and I like how the tiles integrate with the rooms better. I also like how there's a frame of shadows around parts of the room. It all contributes to making it feel that much more realistic.
- Can we have some ship/shot shadows on the windows? Or, even better, can we do some reflections? At least for the ships. I'd like to have this feel more like real windows. Maybe we can have some neon alien writing flash on some parts (using the window as a display?), or perhaps parts of the glass could be building up cracks?
- I really think a tiny bit of hover animation on the ships, especially when they stand still, will do wonders. It only needs to be a teeny tiny bit of back and forth movement. Even better if we can occasionally shoot small afterburners in different directions to 'stabilize' the ship. As the ship hovers, it goes up and down slightly, causing the shadow to get smaller and bigger. It'll take away the feeling of everything being too static and still.
- I still don't like the debris graphics. It seems too clean. Perhaps some of the debris can start out in the 1-2 shot phase? The broken debris looks less clean and better integrated into the background.
- I know it's unlikely, but is there any chance of animating the ship as it turns?
All in all, I think the look and feel is much better.
TagsNo tags attached.

Activities

Chris_McElligottPark

Nov 25, 2015 1:37 pm

administrator   ~0043667

Great stuff!

In terms of the windows, I went to great trouble to NOT have shadows there, haha. I don't view them as being literal windows with glass, but instead having some sort of force field or something that is transparent. I don't want to obscure the background area with a window texture, and shadows would feel a bit odd on them. I dunno. I'm open to discussion here for sure, though. But... hmm, reflections. The idea is attractive, and I think I know a way where it wouldn't be hard to code. I'll try giving that a shot.

Hover animation on the ships is something that I definitely agree on, I just didn't have time for it.

What debris graphics are you referring to, specifically? I'm really unclear on that. Are you referring to the shootable objects? Those aren't really meant to be debris. We still have some things to figure out on the specifics of themeing various rooms to be more clear, and replacing those wiht something else might be part of that. I'm not sure yet. But other various non-interactive decorations on the floors and walls will be a part of that.

For the ship being animated as it turns, it actually IS. But with the SHMUP-style controls (as opposed to the momentum-based ones to come as a new option/default), the ship turns so fast that the animation is not really noticeable. But your comment does give me an idea about toying with the concept of having the ship turn more slowly even when it's immediately moving in a given direction.

Chris_McElligottPark

Nov 25, 2015 1:43 pm

administrator   ~0043668

* The game now has the player ships visually over 0.2 seconds when they make a 180 degree turn, and the appropriate percentage of that when they make smaller turns.
** Most other ships already did an effect of something along these lines, but the player ships were turning instantly, which did feel kind of cheap and odd.
** The key thing is that this doesn't actually impact your movement, it's just a visual thing. Well, it does impact how quickly your guns swing around, but that's a super subtle piece of information. And it doesn't affect how quickly your ship changes direction, which is the key thing.

Bluddy

Nov 26, 2015 11:41 am

reporter   ~0043675

- Awesome to hear about the turn animations.
- I didn't realize it was supposed to be a force field. Aside from the reflections idea (which is more suited to something glass-like) it's worthwhile thinking about how to make it look more force field-like. You don't want to put a blue tint over the whole thing because that would detract from the scenery. But how about random, distributed 'static' or electric sparkle patterns? Explosions or shots over the force field could cause more static/electric lightning patterns.
- Debris-wise, I'm talking about the things that take 2-3 shots to take out. I think the problem there is a combination of how clean they are (lacking detail, which is provided in the shot-up graphics) and how repetitive they are.

Chris_McElligottPark

Dec 1, 2015 12:12 am

administrator   ~0043699

* There is now a slight hovering effect on ships, keeping them moving about.

Chris_McElligottPark

Dec 1, 2015 12:55 am

administrator   ~0043702

* There is now a faintly visible forcefield pulsing in the background in all the "window" areas of ships.

* Ships and shots have faint reflections against the forcefield.


Thanks!


Regarding the shootable objects, we'll see what happens with those. That's still something that is a bit in flux as we figure out a few things with the rooms. Decorations on the walls and floors are also coming (a few test ones are in place in the new version). So there's some more stuff coming in that vein, but this hits the major points from so far. :)

Issue History

Date Modified Username Field Change
Nov 25, 2015 11:37 am Bluddy New Issue
Nov 25, 2015 1:37 pm Chris_McElligottPark Note Added: 0043667
Nov 25, 2015 1:37 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 25, 2015 1:37 pm Chris_McElligottPark Status new => feedback
Nov 25, 2015 1:43 pm Chris_McElligottPark Note Added: 0043668
Nov 26, 2015 11:41 am Bluddy Note Added: 0043675
Nov 26, 2015 11:41 am Bluddy Status feedback => assigned
Dec 1, 2015 12:12 am Chris_McElligottPark Note Added: 0043699
Dec 1, 2015 12:55 am Chris_McElligottPark Note Added: 0043702
Dec 1, 2015 12:55 am Chris_McElligottPark Status assigned => resolved
Dec 1, 2015 12:55 am Chris_McElligottPark Fixed in Version => 0.200 (First Steam Version)
Dec 1, 2015 12:55 am Chris_McElligottPark Resolution open => fixed