Open IanJeannin opened 3 years ago
I'm testing out skipping every other beat. There are a couple hiccups with that approach. Chiefly some animations are fast and some are slow. For an example; walking/idle looks much better, but adjusting the jump to take twice as long feels like moon gravity. If the jump happens all in one "double beat" then there is no beat to execute the double jump on. To me the most obvious solution would be to have certain actions that capitalize on the in between beats; inserting an extra key to show that you can do a context specific "combo" in that moment. Additionally for longer animations to complete, actions can be removed. This would mean retargeting the feature to instead assign a length to any given action the player can take (based on the animator) and add contextual note opportunities for rapid animations. The good: pace of gameplay and animations will be more natural The bad: We will no longer be synchronized to specific beats. IE if the beat pattern is low-high-low-high, sometimes the action keys will fall on low beats, sometimes on high beats. I will create an AB test for this.
I am also unsure with how this will change in regards to songs with different BPM.
Currently the beats go by really quickly, making each action less impactful. Ideally, I think we would simply make the gameplay every other beat.