Stars Reach Movement Vlog
ฝัง
- เผยแพร่เมื่อ 15 ก.ย. 2024
- In this devblog, Raph explains the in's and out's of the Stars Reach camera and movement systems.
Please wishlist on Steam! store.steampow...
Discord / discord
Twitter/X: x.com/playstar...
/ starsreachgame
Instagram: / playstarsreach
Linktree: linktr.ee/star...
Tester here. If I had constant access to the build we've tested I would regularly spin up worlds and explore them even without any ability to interact. It's fluid and fun like any Nintendo adventure game. Still smooth with 100 people on my screen dancing and flying around. Blown away by how good the fundamentals feel and building a deeply simulated MMORPG on top of what they've already got is going to be amazing. Also gotta say I love the 80s arcade game DNA seeping in! The geometry and music in this vid reminded me of playing Marble Madness lol.
I have playtested Stars Reach. One thing that I think is special about the movement in this game is that it provides the player with a level of freedom that I have only seen in games like City of Heroes or Champions Online. Those two games are well known for how much fun their travel powers are. Specifically, I think the Grav Mesh is already fairly well balanced. A flight mechanic can easily override any other movement option you have and I didn't get that feeling with the Grav Mesh thanks to it's well tuned mechanical limitations. I never felt discouraged from using the other forms of movement. Even walking was useful to prevent falling in tight situations.
will 100% say that adding the Grapple as a base skill was a wonderful addition. it feels fluid and smooth to use
One little (not little) tidbit to mention that works so well in this early testing already is the collision detection on the terraformed landscape (ie. extract terrain with special gun, place terrain in whatever shape you like, walk all over it like it was placed in the game by developers). It's really solid. Once we start testing the whole ball-o-wax (being full manipulation of a generated map with mobs, growth, erosion, etc. along with building structures) we're gonna feel the true potential. I believe we're on the precipice of something great.
It's nice to see all the work you put into movement and making it feel right. ^.^
Cant wait to beta test, looking forward to supporting you and this project!
Love the original fly animation tho! Hope it's somehow included in the future, even if it's just as a walk animation like warframe has! Good luck in development! Looking forward to it all
So cool!! I would very much like to play on some form of these jungle gyms. Oh man I could never master Joust...wasted quarters every time lol. Grappling in SR is PERFECT! Thanks Raph and Dev team!!!!
love seeing these devblogs, it's so interesting to watch the development process behind different mechanics!
I got to play test an early build of the game and I can say that the movement is fun. It is early in development but there is real joy of movement. Anti grav is really fun to fly or glide. Grapple is as fun as one would think it is.
I didnt get to strafe yet but that will come soon.
10/10. Would play again.
The importance of the feel of movement is something I learned working on my own game and it's one of those things you don't realise how huge an impact it has until you've tried polishing it up, so this one resonated with me a lot lol
Another early tester signing on - while there surely will be some tweaks and optimizations as development continues, its already in a fun and very enjoyable state. That they're even this good with movement already shows a lot of promise. Can't wait to see where Raph and the team cook this thing!
Quite Interesting, I remember playing Joust was one of my favorite arcade games when I was young. This could be fun.
The latest test really has me excited for the rest of this game coming together. The movement feels on-point even for a pre-alpha!
I'll say this.
The open communication I am seeing with this video is almost unheard of in game development. I have not yet had a chance to test this development, but I can say I have been interested since the core mechanics have been so heavily felt and felt and felt. This company is doing things the right way, being clear where they are in their development stage with their tests.
Things to note for the future... Don't rush...
Pushing and pushing and pushing so that the finances make sense ends up in rushed or early released games... Keep taking your pace for the right feel...
Along with this, the overview, what's the end result in gameplay loop?
(I'll admit I havent done a lot of research yet on your vision)
Make sure that there's enough to do once release comes out to keep the engagement.
Yea, optimizations don't need to be perfect, but please make sure a 30 series card can push 60 frames upon some sort of release, then again if your final development takes another 3 years this could change with the pace of today's hardware..
Overall, I'm interested to see how this continues, hopefully this doesn't flop, I wish you all the best.
Fascinating. Lovely music, too.
Thanks, I actually wrote the music!
Cool stuff, looks pretty good so far!
this game looks wonderful!
will be sure to follow the development
signed up for the test to!
I really really loved the feel of the gravmesh. Also that it was *not* a jetpack. The grapple is great fun too! Perhaps we can grapple to stick to an overhang in the future. Or can we do that now?
Thank you for sharing the work in progress! 💖
Right now if you grapple to a surface that is too hard to climb, you fall off. It's the sort of thing that we can add as a skill, though, later.
Hey Raph how do I get in touch in regards to AAA music?
Good stuff!
Please have controller support!
This is part of the plan.
@@playstarsreach SWEET!
Never heard of Stars Reach. Interesting.
It was just announced. Still in pre-Alpha.
Curious to see what the vehicles will be like
Can't wait till my name is drawn for testing! Will the game have 1st person as well?
We tested it, and weren't able to nail it yet. Right now, we don't have it and instead we make the avatar vanish when you are backed up against a wall or in tight spaces. But it may come back.
Is it just me or do the tails feel incredibly stiff
Polished animation isn't close to being in yet, give it time, still in prealpha
@@Gravesaurus Never said it was finished, though part of me is still hoping the artstyle will feel less cartoonish by the end of this. I see something resembling WildStar, I kind of expect the silly/gritty stories that had.
@@Deadsphere That's been a very common thing people have pointed out. Their usual response is some variant of it being very early prototype stuff that is being refined based on feedback over time, and given the amount of communication and feedback they've already taken from us early testers, I have faith they'll listen to this one particular very common thing about the art style that lots of people point out and make it enjoyable for most. Can't please everyone though.