Machine Saint pretty much already answered the zooming question: There will be some, but the room will be restricted anyway.
The players getting out and trying to get on the other plane to cause mischief might be hard enough to pull off anyway. I'm not sure if it would make sense anymore if the other player could simply fly further away to prevent that.
"Aerial Skirmish in the Manner of Canines" is definitly more evocative, though it might have finally cracked the game title length limit
I'm wondering whether it should have another title, and "A skirmish in the manner of canines" as subtitle? I like it, though some people who'd play the game otherwise won't open the thread because they don't understand the pun.
And out of curiosity, how hard is Unity to get into? I'm currently trying to work on something similar to this/triplane turmoil in C++/SFML/Box2D and integrating everything is a bit of a pain
Depends! Getting into it is pretty easy and I like it so far. I've started learning Unity for this project, and you see how far I've gotten in the few hours I could put into it. There were some tricky moments, though, regarding collision and physics. The plus side is that everything is already integrated!
If you want to try it out, this list is pretty rad: How can I start learning Unity fast? (List Of tutorials)
Thanks again, ever helpful!
I feel like I'd want a little finer control over my movement. (Maybe a little higher turning acceleration?)
Noted! But wouldn't higher turning acceleration actually be less finer control, because you would move faster?
Also, if you are flying in one direction and hit alt: you seem to lose all your momentum.
Oh, yes. Noted too. Let's see what I can do there...
Thanks for the help!
I like the flying quite a bit with normal mode, the motion looks really good on dives and climbs, and I like the speed of the level out. It feels a bit odd in ALT-mode - less real.
Thanks! And the ALT-mode... still acceptable?
I think flying and character control could be a fair bit faster/tighter than they are.
So you mean that a it moves more in a shorter amount of time? And... what's "tighter" in this context?
I don't know if you have a plan for what happens when you jump out and fall off the screen, but I wondered about having pilots tethered (like spacewalking astronauts) so if they miss their target, they can at least climb back up the rope into the plane.
Ah, for that (and for any other purposes) we have the grappling hooks, as Machine Saint mentioned! They're not inside the prototype yet, only described in the first post though
Thanks for trying it out and for your suggestions!
Should destroying the enemy plane automatically deploy his parachute?
Don't think so - I guess it should be deployed after the pilot cannot save itself anymore by falling beyond an arbitary magic line. Then: Zoom out, parachute. That's how I'm imagining it at the moment.
What if the pilot is able to take over YOUR plane? Should this be allowed? If it is, would that take too much emphasis away from the real dogfighting, to a point where the planes are hardly used at all? I'd like there to be a good balance of action in and out of the planes.
Sure! But he'll have to pummel me out of it first, and hope that I don't choose this moment for a looping. Oh, and actually get on my airplane.
I'm more wondering if the getting-out-of-the-plane is feasible enough. What can the player do when he's outside, apart from trying to take over the other plane or shooting at it?
And another point regarding flying: Why should I fly anywhere else but at the back of the screen? If I fly at the middle or front, my opponent (who's obviously more clever than me) at the back can fire at me freely. Do you have any idea regarding this yet?
I'm not sure how you'll feel about this, but since it has kind of an arcade-ish feel right now, how about adding some sort of power-ups? If you're at the front you're more likely to them, because there they'll be first when they fly into the screen.
On other note, Machine Saint already gave me the assets, but I haven't had time to get them into the game yet. Mea culpa! (Look forward to see the prototype with proper graphics!)