Thanks for taking an interest in my game.
I’m not sure how I feel about the whole issue of realism in games. I remember a few years back playing a shooter game and suddenly thinking: “I don’t really WANT a more realistic experience of crawling through the mud being shot at!”
In any case for something like Dogfight, there…
show moreThanks for taking an interest in my game.
I’m not sure how I feel about the whole issue of realism in games. I remember a few years back playing a shooter game and suddenly thinking: “I don’t really WANT a more realistic experience of crawling through the mud being shot at!”
In any case for something like Dogfight, there’s a huge tradeoff between “realism” (whatever that means for a game where space ships fly around like they’re airplanes) and complexity. I’ve been trying to keep the number of controls down pretty small, hoping that new players can learn the game quickly. Maybe that’s the wrong way to go.
It sounds like you want two controls changes:
1. make roll and yaw separate controls, so now there’s pitch and roll on the left hand, thrust and yaw on the right hand.
2. increase turning speed. Is it really speed that’s the problem, or is it more that the controls are too mushy? There’s a smoothing filter on the turing controls so they don’t jerk from full off to full on as soon as you hit the key, and I might need to play with that (damn I wish you could play web games with a joystick!)
I’m also wondering whether doing more work on Dogfight is really worth the trouble, since it seems from the reviews like not many people are interested in a game like this anyway.
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