@ MonoCoder and anyone with the concerns/bug-reports listed above^^^
Woh, um, ok, I'm not really sure how many of those I'm going to be resolved, but I'll have a look through them:
Quote: "Spinning the camera at pretty much any speed allows me to see excluded objects suddenly pop-up on screen in an ugly fashion."
I can't say I know how to solve this, there seems to be very little help on the culling system by
Lost In Thought and no one is paying attention to this WIP to help me with that.
Quote: "The arrow would be better locked at the top of the screen, so the view isn't obscured by it when I try to look below me."
How exactly would one lock it to the top of the screen when it is in 3D space? (There needs to be a
disable Y depth command as well as the Z depth one.)
Quote: "The camera shouldn't go beneath the player when looking up. Perhaps slide it along the y-axis in sync with the x-angle."
I'm not sure I really know what you mean with that one^ :S
Quote: "Since the cursor can't be seen, is it necessary to constantly reposition it in the center? Getting to this page to critique the game with it running was more irritating than need be."
Yeh it didn't used to be centered, but I said I'd put it in because people playing with 2 monitors end up clicking off the game in their 2nd monitor instead of firing in the game.
Quote: "NPC's should stop walking when they hit something. I also managed to push them through objects. Also, shouldn't they be somewhat paniced by the plasma-whatever announcement?"
As you might imagine, due to the nature of the AI in Vision I have no idea how to actually program it properly. Do you have any suggestions as to how to get an NPC to detect if it's not going anywhere, how to ensure they don't go inside you and the map or how to make 5 objects look paniced?
Quote: "Game speed fluctuates a lot, slowing to a crawl then going berzerk."
This is due to the fact that the timer based movement, of which I recieved limited help with, doesn't work. No one is continually updating me with what I'm doing wrong because there seems to be a lack of activity among the forums.
Quote: "The blue boxes just don't act naturally when you interact with them. "
What can I say... Dark Physics is the-crap. I wouldn't trust it to make an object react physically if my life depended on it. I'm simply using a
non-bouncey material on a
dynamic rigid body box. What do you suggest with this one?
Quote: "The explosion effect is a bit cheap, and the post-explode map looks more like everything just felt apart."
The explosion effect is cheap because it isn't complete. It's just basically to show you it would happen there. Blobby was going to do us a cutscene, but we decided against it because the maps have changed and it would be a fairly large video. To all: how would anyone reading this do a generic map explosion in a 3D game?
Quote: "When jumping on a slope, the player should probably have it's x-speed adjusted for the normal of the slope. Trying to run and jump up a slope seemingly cancels out the jump."
Again, I'm not really sure what the issue is with this. The player is simply allowed to jump if he is on a surface. With anymore limiting collision code the game engine would be about as buggy as Battlefield 2's collision engine.
Quote: "Climbing ladders is insufferable."
You aren't actually supposed to be able to climb ladders, but seeing as they pop up everywhere, I will include an invisible entity to allow you to climb up in those areas where ladders are.
Quote: "Controls as a whole feel very loose."
This has been said before, I still don't know what you mean. How can a control be loose? Surely if you want to go forward, you press forward, and you go forward, then the controls work perfectly. :S
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Nevertheless, thank you for your input here
Monocoder, and thank you for addressing some of the concerns that other users may be hiding from me. If you or anyone reading this has any suggestions on the solutions to some of these,
please tell me because I'm fed up of bugs that I can't fix.