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    Gameplay Decision

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    How should you swim in my game?

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    Eternal Quotes
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    Gameplay Decision

    Post by Eternal Quotes on 11/19/2009, 12:35 am

    As most of you may not know, I am in production of a game called Demonic Roots. I've made the basic engine and am proceeding in actual production of the game. However, recent problems have brought into question a certain swimming method I have.

    Ok, pretend this ~ and this - are water, and this | is the player...

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    --------------|----------------
    -------------------------------
    -------------------------------

    The way my current method of swimming works is when the player presses the left or right key...

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    The player object tilts.
    When they press up...

    ~~~~~~~~~~~~~~~~~
    -------------------------------
    -------------------\-----------
    -------------------------------

    The player object goes forward in the direction he is tilted towards.

    Now this is all fine and good, but I recently have made a certain object which transports the player to the next room through contact. I noticed that 75% of the time, the player would not go into the next room, and I had to go back and forth until it worked.
    This was a mystery to me why this happened until I happened to be screwing about in de-bug mode. I asked the program to record the player's x and y values, and found that when in the water, the x would go from, say 475 to 476.98330923587.
    In short, the player was a fraction of a pixel off the regular grid, thus causing collision problems.
    Knowing this would frusterate players during gameplay, and the fact that the current method of swimming already has problems, I have begun considering a new way to interact in water...

    ~~~~~~~~~~~~~~
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    Instead of tilting...

    ~~~~~~~~~~~~~~
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    --------------------------

    ~~~~~~~~~~~~~~
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    -------------|------------

    ...Why not just decrease the gravity? That way, I won't have already existing problems with the current swimming method AND those object's will work!
    Only thing stopping me, however, is that quite a few objects are only activated when in the water, and I'm afraid the new way might cause other, internal problems. I don't know what to do, SO...

    YOU decide!
    Should I keep with the tilting method, besides the quirks, or should I invest time into the new low-gravity method and take the risks?
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    dixee
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    Re: Gameplay Decision

    Post by dixee on 11/19/2009, 1:55 am

    Unless you are wearing gads of armor, I say no gravity. When in water, make it eight-way control. Except in the case of where not sinking feels out of place due to excess weight, it only frustrates the player to make the character always sink. It's a sort of fake difficulty that doesn't do anyone any good. An employment of friction is fine, but low-gravity doesn't well represent implied physics (the ones you think about, not necessarily real physics).

    The tilting also seems to me like it is out of place. I don't know about you, but I swim with my body parallel to the direction I'm heading. It'll mean more sprites, but it should look a lot better.

    Now, if you do decide to go with the tilting method, your problems should be fixed by rounding or truncating your x in every step. That is, try something like x=round(x).


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    Re: Gameplay Decision

    Post by Eternal Quotes on 11/19/2009, 6:20 pm

    dixee wrote:Unless you are wearing gads of armor, I say no gravity. When in water, make it eight-way control. Except in the case of where not sinking feels out of place due to excess weight, it only frustrates the player to make the character always sink. It's a sort of fake difficulty that doesn't do anyone any good. An employment of friction is fine, but low-gravity doesn't well represent implied physics (the ones you think about, not necessarily real physics).
    I don't quite understand what you mean by eight-way control. Also, have you ever played an old Mario game? You know the way Mario swims through water? That's what I'm implying here.

    dixee wrote:I don't know about you, but I swim with my body parallel to the direction I'm heading.
    I wouldn't know a thing about that. I live on a cloud. Razz

    dixee wrote:Now, if you do decide to go with the tilting method, your problems should be fixed by rounding or truncating your x in every step. That is, try something like x=round(x).
    Aha, that should work nicely! However, tilting has other problems to it...
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    dixee
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    Re: Gameplay Decision

    Post by dixee on 11/19/2009, 7:59 pm

    Eight-way control is where you have eight possible directions to go in. I didn't make it clear, but I meant up, down, left, right, up-left, up-right, down-left, and down-right.

    Yes, I have played Mario. I know exactly what it's like. It feels like you have infinite jumps and are on the moon. Not like swimming. If you like that method, by all means use it. I don't like it. So, I don't use it.


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    Mars
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    Re: Gameplay Decision

    Post by Mars on 11/19/2009, 8:23 pm

    Um... gravity would be easier for me to play but the other one sounds unique so... I'd prefer unique but then I'd probably fail when playing it... ARG! I'm so torn!
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    Re: Gameplay Decision

    Post by dixee on 11/20/2009, 3:17 pm

    You wouldn't fail if it's done right. If there's a proper learning stage, a well crafted learning curve, and it's implementation is good, you'll have nothing to fret over.


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