Yeah the game was made almost completely on one evening and a fun project
and now I can put it innocently into my "will never touch again" bin (like it did happen to a lot of my other projects).
At first I implemented it with a fixed camera movement and fixed corresponding controls,
but this didn't work well, because you could see almost nothing of your surroundings.
I tried to fix this by changing the eye offset and field of view, but this just made it more awkward.
So I think the current movement mechanics work the best, but a smother movement (not teleporting) is definitely desirable.
Funnily I wanted to make the snake thinner and connect it like mesecons, but I was too lazy and now I think
it is part of the art style and I don't want to change it anymore. :D
If I have enough time and motivation, maybe I will try to make the snake movement smoother by using Hume2's
discrete_player api.
I don't think so, I tried multiple ways of moving and think it's the most intuitive and easy way. Normally I have pitch_move turned off, so for me it's like moving in water. Maybe I will add a setting for this.
Yeah, maybe this will change in the future.
I don't want to prohibit moves which lead to a game over, but I'm unsure about this.
Part of the game is to figure this out. ;) (Also there is not just an apple and mese block)
I totally agree, I thought it could be fun to play this game in multiplayer.
A third-person point of view didn't work well, because the view was mostly blocked by other nodes.
Maybe a 4 dimensional point of view would work :D
Yeah the game was made almost completely on one evening and a fun project and now I can put it innocently into my "will never touch again" bin (like it did happen to a lot of my other projects).
At first I implemented it with a fixed camera movement and fixed corresponding controls, but this didn't work well, because you could see almost nothing of your surroundings. I tried to fix this by changing the eye offset and field of view, but this just made it more awkward.
So I think the current movement mechanics work the best, but a smother movement (not teleporting) is definitely desirable.
Thank you for this review. I hope you will recover soon. o.O
I will add a motion sickness warning.
Funnily I wanted to make the snake thinner and connect it like mesecons, but I was too lazy and now I think it is part of the art style and I don't want to change it anymore. :D If I have enough time and motivation, maybe I will try to make the snake movement smoother by using Hume2's discrete_player api.
I totally agree, I thought it could be fun to play this game in multiplayer. A third-person point of view didn't work well, because the view was mostly blocked by other nodes. Maybe a 4 dimensional point of view would work :D