4 ms·
Oh interesting, that sounds very plausible to me. It's notable though that even the NPCs (characters not being controlled by the user) seem to suffer from the u
by jessriedel 5y ago
Oh interesting, that sounds very plausible to me. It's notable though that even the NPCs (characters not being controlled by the user) seem to suffer from the unrealism. Maybe it's important for visual consistency that the same rules be used for characters regardless of whether they are under user control.
I find the "cave flyer" game SFCave to be very engaging for its simplicity. ( https://www.google.com/search?q=sfcave&sxsrf=AOaemvJ8OME1iEWPwHnwxRoNqjiUtpyziQ:1638030746365&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiAjJKG_Lj0AhU8LDQIHfwaDxUQ_AUoAXoECAEQAw&biw=1529&bih=776&dpr=2 https://www.google.com/search?q=sfcave&sxsrf=AOaemvJ8OME1iEW... ) In it, you control acceleration, not velocity. Slow responsiveness is basically a defining characteristic. I wonder if it would be possible to mimic that feel inside a football game (on a shorter timescale). Maybe it would be too much of a distraction from the game's main draw.
The controller input necessary for generating blue sparks in Mario Cart also requires some "planning ahead".