0.0.5 (+ hotfix): about to fall in many senses
hello, everyone!
in this update my friend Sphynx insisted that to make a proper stall physics, i would have to change the whole physics model in order to simplify the code, so in the end, he ended up being the one overhawuling the entire model.
i then took a while to tune the numbers in a way that would feel nice to play with. the result is nice for me, although this game now went from a generally relaxing mood, into an anxiety that makes you spin a lot on collisions since we’re dealing with rigid body dynamics now.
here’s Sphynx’ Youtube channel, you should check out! he has a ton of short demos that are really cool :3 https://www.youtube.com/@sphynx_owner8224
for the second thing, the collisions should be improved and now the terrain should be more easily solid now. sadly, with the rigid body being significantly heavier to maneuver on collisions, i have made the ground into a one- way collision now. it won’t be as interesting to go under the terrain, but it should be much less frustrating to recover from the ground in case you do get stuck on the ground now.
included credits and license for my usage of the Enterpolation library. it should have been there from the start, and the lack of it was an oversight.
you can finally restart! press Delete or Backspace to reboot the screen and the game. should be shortly enough, and i’m planning to improve on this later on.
the beacon checkpoints have a much larger collision box now. it won’t be too noticeable, but i think it’s just enough to help make it a little better to manouver and use the map space some more.
current beacon checkpoints will now display an arrow pointing to its general direction whenever they’re far enough from the center of the screen.
speaking of which! new fixed far camera mode! also written by Sphynx! makes the plane stay in one place without all the rotations if you prefer this one better.
horizon lines are now hidden when in third-person cameras more space to see the terrain when the plane is covering like a fifth of the screen.
new, cool camera rotation thingys! you can look around and plane will look around when you do inputs! the movement should feel a little better and easier to understand with that. :3
the sky got a new paint! not that i had a choice since i messed up and had to recreate the scene from scratch, but at least it’s something new. i tried to keep the same mood but tried to improve on the sugar a little.
new slightly modified route replaces the old one for now! something else to explore simply to not be the same thing, as well as fit a little better with the new model moving at a faster speed.
a few fixes to the lighting should bring back the boresight lamps. should be very subtle this time, but hopefully good enough to still be noticeable.
recompiled the Linux version of the library with GLibC version 2.27. this should finally fix the linux builds so that it doesn’t just “work on my machine”. Cargo ZigBuild is a cool thing :3
and finally, some changes under the hood for bug fixes and stuff hopefully.
planned for the next update:
- easier settings for controller features, such as inverted axis, and finally setting up a save file for control map settings;
- loading screens and a main menu with a few routes;
- look into possibly redoing this whole thing in Bevy – i’m early enough in development for that to not be too big of a deal, but i still have to think carefully about it.
now, i have some questions which will affect how much i’ll actually be focusing on this game in the future.
- if i were to make this game into a full, commercial release, would you actually be interested in purchasing it? if the answer is yes, then how much?
- is there anything you personally want to see in this game as an accessibility feature? this is one of my priorities and i want to make sure there is nothing standing in the way of being able to enjoy my game and just do stuff.
let me know your thoughts through comments or DMs, i really need to know
and thank you for reading <3
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Flight Game
(early work-in-progress) A flight time-attack arcade with weighty and responsive controls to reach the angles
Status | Prototype |
Author | Wilker |
Genre | Racing |
Tags | 3D, Arcade, Flight, open-race, Singleplayer, Time Attack |
More posts
- Hiatus (making it official after a while)3 days ago
- 0.0.4 update! ft. the F1 key!Jan 23, 2024
- 0.0.3 huge update!! ^~^Dec 23, 2023
- FINALLY! i got a working build of the WebAssembly version!Dec 13, 2023
- ACTUAL fix attempt!Dec 12, 2023
- fix attempt!Dec 12, 2023
- First public release!Dec 12, 2023
- First semi-closed build of a game i have is now published!Nov 21, 2023
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