uspgamedev / backdoor

A deck-building roguelike cyberpunk game.
GNU General Public License v3.0
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Smoother movement #796

Closed Kazuo256 closed 4 years ago

Kazuo256 commented 6 years ago

One of the complaints about Backdoor on Glitch Mundo was that you could tap right twice but move only one tile.

Should we queue movement inputs?

rilifon commented 6 years ago

I don't like the idea of accidently pressing too much movements inputs and the game locks my actions. But I understand the complaint and we should consider it. My suggestion, make something Slay the Spire did: in the options menu, have a toggle option named "fast game" or something like that, that improves overall speed of game. This could include way faster animation for walking, enemies and fast-forwarding/skipping most effects. For first players, they can play the game "slower", better understanding what is happening and be graced by our amazing visual effects. For experienced players they can toggle this option and play the game at a faster pace.

Em Sáb, 4 de ago de 2018 20:15, Wilson Kazuo Mizutani < notifications@github.com> escreveu:

One of the complaints about Backdoor on Glitch Mundo was that you could tap right twice but move only one tile.

Should we queue movement inputs?

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aki-cat commented 6 years ago

Part of the problem is efficiency. When there are too many monsters, their AI takes some time to calculate everything with each step the player takes.

rilifon commented 6 years ago

I believe the movement of the monsters that take most of the time no? Because the AI should be really fast (unless we are doing something really inneficient). I think the slowest part of our update is the fov algorithms, and I think we can improve them a bit to cost less processing time when the time comes.

Em Sáb, 4 de ago de 2018 20:42, W. Akira Mizutani notifications@github.com escreveu:

Part of the problem is efficiency. When there are too many monsters, their AI takes some time to calculate everything.

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Kazuo256 commented 6 years ago

How about this:

If you hold down a direction button (or axis), you "keep moving" in that direction the same way auto-walk would. That is, if there's anything "important" in view, you won't move more than one tile even if you hold down, and you stop moving if were before.

rilifon commented 6 years ago

Sounds good

Em Sáb, 4 de ago de 2018 21:00, Wilson Kazuo Mizutani < notifications@github.com> escreveu:

How about this:

If you hold down a direction button (or axis), you "keep moving" in that direction the same way auto-walk would. That is, if there's anything "important" in view, you won't move more than one tile even if you hold down, and you stop moving if were before.

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/uspgamedev/backdoor/issues/796#issuecomment-410485419, or mute the thread https://github.com/notifications/unsubscribe-auth/ADwvcFST5RAqLecGkTqkq4spQ9V0dF1fks5uNjWTgaJpZM4VvK8l .

rilifon commented 5 years ago

This was closed after #606

Kazuo256 commented 5 years ago

606 was just long walk, but not the feature of moving by holding a directional button as stated in this issue. Even then, auto-longwalk might not fix the problem of staggered movement in the game.