Very interesting. Complex stuffs, rare thing to see, like it alot. Controls however.. swap vertical from W+S to Shift+Ctrl. alot of spacegames do it this way and it is more convenient when you getting in \ out of magnetic locks. sound of magnetic locks is... switch sound? not metallic CLANG. Where is me flashlight, brudda? its space, gib me flashlight. Also, gun and helmet edges are constantly lit and blinding. im in completely dark room, why they are shining like dat? Flashlight seems to be bugged for me, does not illuminate surroundings, only gun and helmet.. Pointers(arrows?) on different gauges are black, but they usually should be emitting light just as numbers( gauges in airlocks especially)
getting out from pilot seat disables main power, lights? is fuels still being wasted? why even disable it? how do i supposed to navigate bigger ship if lights go out...
Also. Google "vacuumorph". These.. things kinda looked loke one, so i thought maybe i give you a hint. Vacuumorphs are easy to model and scary as hell.
I understand the issue with the controls. I originally made jetpack controls this way to be consistent with ship controls, which in turn are supposed to be more intuitive for simulator players.
I just posted version 2.1, which changes axis for the jetpack. It basically works like the jetpack in Outer Wilds. You can toggle "alternate ship controls" in the options, to get the same logic inside the ship.
As for power, I recently changed it to turn on/off as you get in and out for simplicity and performance reasons. But yes, it does reduce functionality. In this update ship turns on automatically as you sit, but doesn't turn off. When it's on it uses a bit of battery power and every light on increases the usage. Battery can be replenished by turning the generator on, which uses fuel of course. If you leave the ship without the generator on, it won't use any fuel.
Also... are you sure about these Vacuumorphs? I mean they are cute but they look kinda like oversized frogs. These creatures in S327 had to be antropomorphic for lore reasons.
And the lightning on guns and helmet... Yeah, I tried fixing that, but honestly don't really know how to do it yet.
I love the mood this game creates. The empty (well, not entirely!) space station, emergency lights, and Mike's breath make up an unforgettable atmosphere.
Ship's handling and zero-g movement mechanics require a lot of humility. Once you get a hold of it - it gives you a lot of gratification for simply making a landing.
Green children are terrifying. I wonder what's going to happen next!
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Very interesting. Complex stuffs, rare thing to see, like it alot.
Controls however.. swap vertical from W+S to Shift+Ctrl. alot of spacegames do it this way and it is more convenient when you getting in \ out of magnetic locks. sound of magnetic locks is... switch sound? not metallic CLANG.
Where is me flashlight, brudda? its space, gib me flashlight.
Also, gun and helmet edges are constantly lit and blinding. im in completely dark room, why they are shining like dat?Flashlight seems to be bugged for me, does not illuminate surroundings, only gun and helmet..
Pointers(arrows?) on different gauges are black, but they usually should be emitting light just as numbers( gauges in airlocks especially)
getting out from pilot seat disables main power, lights? is fuels still being wasted? why even disable it? how do i supposed to navigate bigger ship if lights go out...
Also. Google "vacuumorph". These.. things kinda looked loke one, so i thought maybe i give you a hint. Vacuumorphs are easy to model and scary as hell.
Very cool, please continue to work on dis!
Thanks for the tips!
I understand the issue with the controls. I originally made jetpack controls this way to be consistent with ship controls, which in turn are supposed to be more intuitive for simulator players.
I just posted version 2.1, which changes axis for the jetpack. It basically works like the jetpack in Outer Wilds. You can toggle "alternate ship controls" in the options, to get the same logic inside the ship.
As for power, I recently changed it to turn on/off as you get in and out for simplicity and performance reasons. But yes, it does reduce functionality. In this update ship turns on automatically as you sit, but doesn't turn off. When it's on it uses a bit of battery power and every light on increases the usage. Battery can be replenished by turning the generator on, which uses fuel of course. If you leave the ship without the generator on, it won't use any fuel.
Also... are you sure about these Vacuumorphs? I mean they are cute but they look kinda like oversized frogs. These creatures in S327 had to be antropomorphic for lore reasons.
And the lightning on guns and helmet... Yeah, I tried fixing that, but honestly don't really know how to do it yet.
Cheers
I love the mood this game creates. The empty (well, not entirely!) space station, emergency lights, and Mike's breath make up an unforgettable atmosphere.
Ship's handling and zero-g movement mechanics require a lot of humility. Once you get a hold of it - it gives you a lot of gratification for simply making a landing.
Green children are terrifying. I wonder what's going to happen next!