I feel like the player needs to shoot in more than 4 directions what with the faux 3d of the space the character is moving in and the fact that enemies can shoot or attack in more directions.
Of course I haven't played it but it looks awkward in the videos.
Actually, players can only shoot in two directions. You can't shoot up or down, only left or right. This is probably what defines the gameplay the most out of anything.
The enemies are designed to (hopefully) complement and subvert this in various interesting ways. For the most part, the enemies also can only shoot in two directions, but it isn't as strict for them because that would get pretty boring. The only thing so far that breaks this rule completely is the black magic in the gif I posted a while ago, but I still want to trim that down a lot. Nothing will ever kill you from a place where you can't kill it (from above or below), unless it's something I'm intentionally trying to give more power than the players, like the indian chief. In those kinds of cases, I'll try to give as much chance to prevent, survive, or retaliate as possible.
It may be a bit awkward, but only being able to shoot left or right is a core game mechanic which makes it a lot more interesting to design for. For example, if you look carefully, you'll see that you can hit the gatling gun bandit right in the forehead while he's shooting if you stand in just the right spot, though it is a bit difficult and requires a lot of precision. This isn't terribly obvious in the video, but I have been able to flirt just above his bullets and nail him repeatedly.
That's how I'm trying to design the game: fair limits are imposed upon the players so that it is more difficult, but the extra challenge makes it more rewarding and fun. Success requires precision and timing. I don't know if I'm succeeding at this, but that's what I'm attempting to do. I want players to have to be good at the game to do well in it, and so far I've definitely succeeded in that
Actually, I think the game still depends on luck too much as it currently is. I'll try to remedy that sometime before release, but it's a fine line
@Ashkin: Nah, white outlines would be pretty out of place. I don't like outlines. Besides, the camera never moves, and none of the people I've played it with have had much trouble keeping track of their character. Though some people have had trouble identifying zombies, even with the rather obvious flame effect. I might have a button which makes little "P1" or "P2" flags appear above their corresponding players, though.
I'm on vacation from school this week, but a new term starts next week and it may be rather a lot busier than this previous one was (soft eng and hci are apparently a lot of work). I'll try to get a lot done before then.
current tentative plan:
Finish The Cracks:
- black powder bomber brigade
- tepees/indian village gen
- finalize snakeboss
- maybe put in one of the blackbison
start enemies for either the dunes or mesas
finish workover of mesa procgen