incoming wall..
General feedback, from memory. I still find movement inobvious and clunky.
Landing on rocks is a lot easier now, thanks for that.
I can't figure out how to dodge. Press space, let go of the keyboard, double-press a and nothing happens. triple-press quadruple-press nothing nothing. If I stand on the ground it doesn't work. All movement must exist in all contexts. Sometimes it works, sometimes it doesn't. Don't make me load up a different set of movement mechanics into my head for every scenario, be it gliding, falling, jetting or anything. You want fluid movement in a movement-based game, you need to instead think in terms of priority. For example: cooldown > dodge > glide > fall
If jetting (cooldown) I cannot dodge. If gliding I can dodge. If falling I can use cooldowns, dodge or enter a glide. I can also imagine upgraded abilities to allow strange things like dodges during boosts, for high agility builds.
I wonder what the feeling would be like if you entirely removed the shift key to deploy wings and the hotkey for the boost cooldown. Replace them with double-tapping w. If falling, jumping, etc, then double-tap enters glide. If at a high angle or already gliding, then it boosts.
You also mused about added agility for lighter mechs. I already wrote on that, and I stand by the mechanics I described, but at the very least make it possible to "dodge back and forth" by having a dodge have a shorter recovery period and even interruptable by a cooldown or another dodge, even in the same direction. This will grant them a "zig zag" dodge.
See how many keys and combinations you can remove and load into the wasd keys. I have to hurt my hands to slide. If I enter into a run then hold s perhaps that would slide me.
Why not entirely remove the shift key? Just enter a run after moving forward for a short duration. The lighter the mech the shorter that duration. Then you can have an ever-increasing movement until a top speed is reached. This gives a couple of possibilities for equipment - reaching top speed faster or top speed ceiling increase. Have you ever played Okami? It's a PS/2 game also ported to Windows/Steam. It does this movement type, entering into a slightly different view mode and spawning flowers. It's the most incredible movement I've ever seen.
https://store.steampowered.com/app/587620/
It is truly worth exploring gameplay videos to examine this movement. I can make any as needed, and I'd be willing to give my Steam info so you can try it yourselves. Move, jump, dash, charge, momentum, friction, changing directions.. are all amazing.
Here's my interpretation for Ember:
- hold w to walk
- long-hold w to walk and then enter into a run (after a delay)
- letting go of run slows down into a walk then gently stops
- from run, tapping s skids to an immediate stop
- from run, holding s skids into a slide
- from run, holding s and continuing to hold s ("long-hold s") continues the slide for as long as the terrain or other mechanics allows
- when stopped, space to jump
- when stopped, long-hold space to jump then at its maximum height begin burning fuel to boost higher (do not force a double-tap of space; make it just like long-holding w to walk-then-run). Also, thermal/wind mechanics can apply.
- When walking, tap space to jump in that direction
- When running, hold space to enter into jump in that direction. When the same distance as a standing-jump it will begin burning fuel to gently push in that direction.
- If in the air when jumping, tapping or holding any direction key will push in that direction, using a light amount of fuel and will temporarily pause fuel regeneration. Recovery from this temporary pause is immediate (discussed below)
- Fuel refills after a short delay. Modified by equipment.
- A long-hold of space works exactly the same as running, with the same timing/delay. It goes from a gentle hover which barely counteracts gravity into height into an ever-increasing strength of boost. The ramp-up time, the upper ceiling on the movement speed and the amount of fuel it burns are modified by equipment. An equipment slot for a boost/jet cooldown is a separate mechanic. By default I can imagine a light mech having no upper limit on speed; they only run out of boost speed when they run out of fuel. They would "zip" through the air but have a predictable landing arc if they have no fuel (so subject to grapples on the way down!). I can imagine a heavy having a much lower speed but they can sustain it for an incredible amount of time, letting them essentially be an poorly-mobile airborne weapons platform. I imagine a heavy being immune to grapples but just have grapples nudge them and consume more fuel.
- If I land and hold w then I return to walking then running. However, this is modified by the amount of forward momentum I had. It is therefore possible to quickly enter into a run from a landing. Because I enter into a run, I can also immediately enter into a slide if I choose.
- If I double-tap any movement direction at any time then I burn fuel to jet in that direction. It can be any direction, but perhaps it is more appropriate to have it less effective backwards and more effective forwards.
- A double-tap then long-hold a direction key will burn fuel and move in exactly the same manner as a long-hold of space. If in the air it will jet forward. If on the ground, I can enter into a run or an immediate slide in this manner.
So movement becomes:
- tap is "do a bit of that"
- hold is "keep doing that"
- long-hold is "do that then escalate"
- double-tap is "immediately-more"
----
Now about melee, because that's coming in soon..
Okami has a mechanic where you can dash, which pushes you into an immediate run if you hold movement. This is an obvious and fun mechanic to get going quickly. This would need to be its own button on a controller. However, it is worthy of significant research to hijack the melee button in the same way that the punch-dash exists in No Man's Sky.
Melee can be different when standing fairly still, moving consistently in a direction or running. What a punch-boost then allows is an immediate run-melee mechanic. If, therefore, the player of a heavy mech wants to wade into combat with their zweihänder, then can now run in, perform the hard melee slash (a "run-melee"), then melee-boost to perform a backhand followup like a sweeping shield knockback. This is precisely how a heavy melee player thinks. You can now create melee combo moves that aren't just "swing this way then that way" but now have an added dimension based on movement type, movement direction, movement force, momentum, etc.
Examples:
- Melee: Standing still-ish is a jab, moving is a roundhouse, running is an uppercut.
- Sword: Standing still-ish is a spear, moving is a that-direction-in slash, running is a wide-slash.
- Hammer: Standing still-ish is a top-down swing, moving is a that-direction-in swing, running is a leap-smash.
Two in a row of the same performs a variant. e.g. a slash from up-down then has a followup slash down-up.
While I'm at it, long-hold of melee would wind up for a hard attack in the same way that a run would (spending some boost energy while building it)
So we now have:
- w to walk towards enemy
- long-hold w to run
- space to jump
- long-hold space to jet
- long-hold space to get to gain airborne momentum
- double-tap q to dodge a grapple (maybe let go of space, maybe not)
- double-tap w to regain forward momentum
- let go of space before running out of fuel
- just before landing, long-hold s to enter into a slide
- sliding into an enemy maybe does a small knockback/stun (but sacrifices momentum)
- momentum into a group
- tap melee to use remaining momentum for a melee (hard-melee) entering into the crowd
- dash-melee to followup with a shield knockaway
- long-hold melee to build up a hard-melee
- as things recover and charge back into melee, let go
- kaboom
So there is something like a hidden 3-stage momentum meter associated to how powerful a landing, knockback or melee are.
All of the above is possible with just direction keys and one attack button. A controller would need much more thought.