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Crazy ideas that might just work

  • Marrend
  • 01/12/2016 04:06 PM
  • 2159 views
So, having something equipped in each slot is pretty much going to be a thing. The thing I'm toying around with now is turn rate. Call me crazy, but, it just doesn't feel right to have the same turn rate for the entire game. It actually feels slow on those faster drives!

I'm not sure if equating it to the character's speed works that well, though. I mean, the ship's velocity seems pretty insane-fast at speed 11. Which... could translate to tiles traversed per second? It's pretty hard to calculate at that speed, and with no grid to go by. Though, I'm pretty sure than in the context of turn rate, the 11 would translate to 11 degrees per second. On the flip slide, the slowest drive has a speed of 5, so, 5 tiles per second velocity and 5 degrees per second turn-rate.

Thing is, I don't want to mess with the lower-end stuff at all. Just the upper end. So, the following code-snippets...


module Angle_360
def self.TURN_RATE
case self.MAX_VELOCITY.to_i
when 5, 6
return 5
when 7, 8
return 6
when 9, 10
return 7
when 11, 12
return 8
when 13, 14
return 9
when 15, 16
return 10
end
end
end

class Game_CharacterBase
def move_straight(d, turn_ok = true)
case d
when 2
@mov_velocity -= Angle_360.SLOWDOWN_VELOCITY_PER_FRAME
@mov_velocity = -Angle_360.MAX_VELOCITY if @mov_velocity < -Angle_360.MAX_VELOCITY
when 4
@mov_angle += Angle_360.TURN_RATE
@mov_angle -= 360 if @mov_angle > 360
when 6
@mov_angle -= Angle_360.TURN_RATE
@mov_angle += 360 if @mov_angle < 0
when 8
@mov_velocity += Angle_360.VELOCITY_PER_FRAME
@mov_velocity = Angle_360.MAX_VELOCITY if @mov_velocity > Angle_360.MAX_VELOCITY
end
end
end


...is what I'm coming up with, and the turn rate feels manageable to me! Also, I thought it would be appropriate to set the angle of the player's ship to 0 degrees after choosing to Explore? I dunno. Might be a moot point in the end. Still, I want to test this a bit more before doing another release. Plus, I'm half-expecting a review that could point me to other issues to address!

Posts

Pages: 1
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
Ah, this game. It still fills me with shame that I was able to do so little for it. :/

What about splitting the engine into two equipment slots? One main thruster for forward velocity, and one pair of side thrusters for turning rate?
Marrend
Guardian of the Description Thread
21781
I... guess I could do that, but, it sounds like a lot of work for next-to-minimal effort? I dunno.

Or, I could do something absolutely crazy. Like base turn rate off of LUCK, and put it (re-flavored: "Turning") as a separate stat on the various drives?

*Edit: Not going to lie, that sounds glorious, even if the numbers would fall exactly where I'm proposing anyway.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
That's actually a great idea. Then you can have engines that specialize in speed, and engines that specialize in manoeuvrability.
Marrend
Guardian of the Description Thread
21781
Awwwwwwww yeeeeaaaaah!

*Edit: If you're reading this, sorry for butchering your code, Glasses!
Pages: 1