Demo Update: New Physics Movement and Languages
Demo Update Version 1.25!
[p]Firstly I want to thank everyone so much who played the demo and provided feedback! [/p][p]I was happy to see a lot of people reaching the end of the demo and enjoying their time with the game. The response has been great and I'm so grateful to everyone who has played![/p][p][/p][p]With this release of the demo, a lot of feedback regarding the movement/controls has also been brought up. While The Cave Diver is meant to be a frustrating rage style game with challenging controls, I do recognize that some of the physics of the demo are too unpredictable, unrealistic, and unfair.[/p][p][/p][h2]New Movement / Physics[/h2][p]With this said, I have been working over the past few weeks on revamping the physics and movement slightly to address these issues and create a more predictable and controllable character that remains uniquely challenging to control.[/p][p][/p][p]This new movement system addresses the following: [/p]
- [p]The head, spine, legs, and knees all have more realistic angle constraints. They will try to stay within these constraints and not move unrealistically, unless forced to squeeze through a tight passage.[/p]
- [p]In open situations where your body can stretch out fully, your limbs will move towards their natural realistic position.[/p]
- [p]The cursor now has a weak and a strong radius which give you more hand control in small areas, and greater pushing/pulling strength when forced to the strong radius.[/p]
- [p]The cursor will move towards the weak radius unless it is actively being moved outside of it. This creates a sense of feedback by actively pushing the mouse/analog stick to move the player with force.[/p]
- [p]Pulling strength and direction has been tweaked to give more control.[/p]
- [p]One armed grabbing strength has been improved to allow for great ability to climb while switching hands.[/p]
- [p]A watch has been added to the left wrist to help distinguish which hand is which..[/p]
- [p]Cursor follow speed of the hands has been scaled up based on distance to the center. This allows for greater control in tight spots but more responsiveness when moving fast.[/p]
- [p]Options to adjust cursor sensitivity have been added.[/p]