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Well this sounds all kinds of dandy. I really appreciate you taking the time to answer me back. The movement sounds like it's been refined nicely. I'm excited for all the changes, sounds as though the entire functionality of the game has taken quite a shift emphasizing more on swoops usefulness as the primary form of locomotion what with how stamina will drain persistent teleporters. I like this because I prefer swoop myself over high-speed movement(teleporting), in the heat of combat, and tend to the teleporting more for evasive practices than offensive, and sometimes to help get around >,,<
Still cant wait to see how everything becomes functional in game what with the increased speed, and more space for movement, the physics 101 of ESF if you will. I'm pretty sure wall jumping is still in there, and I liked how in that playtest video Vegeta springs into a backflip while jumping backwards at one point. Totally not his style! But it works and looks cool.
The Ki idea comes from me just wanting to get rid of the HUD in 1.2.3 at times.. or at least the reticle, both of which get distracting when fighting other people. You eventually get to the point where you know what key is which power and you don't need to look to see what you have at the ready, so this would help with immersion I think, which.. leads me to another question, because I kinda use the top of the character's head as my aiming spot.
Will the camera be as stiff as it was in 1.2.3 I found that this helps your aim quite a bit, but makes things like turning and circling seem rigid and clunky, and not at all like you are soaring through the air. A slight camera xoffset say like 23 helps smooth this out, or 45 for a nice dynamic effect. Will final feature a camera that is centered directly behind the player again, or something more over the shoulder?
Still cant wait to see how everything becomes functional in game what with the increased speed, and more space for movement, the physics 101 of ESF if you will. I'm pretty sure wall jumping is still in there, and I liked how in that playtest video Vegeta springs into a backflip while jumping backwards at one point. Totally not his style! But it works and looks cool.
The Ki idea comes from me just wanting to get rid of the HUD in 1.2.3 at times.. or at least the reticle, both of which get distracting when fighting other people. You eventually get to the point where you know what key is which power and you don't need to look to see what you have at the ready, so this would help with immersion I think, which.. leads me to another question, because I kinda use the top of the character's head as my aiming spot.
Will the camera be as stiff as it was in 1.2.3 I found that this helps your aim quite a bit, but makes things like turning and circling seem rigid and clunky, and not at all like you are soaring through the air. A slight camera xoffset say like 23 helps smooth this out, or 45 for a nice dynamic effect. Will final feature a camera that is centered directly behind the player again, or something more over the shoulder?