Yes I believe you are correct. I don't think I properly understood the creative commons license when I made this game, and I had thought that crediting freesound.org was enough. One of the challenges I've had with freesound.org over the years is that it's been really hard to find the same sound again to credit the authors, especially if all I have is the audio file. Can I ask how you managed to track them down?
Hey thanks again for pointing out the issues with the credits, I believe I've fixed it up for this game, but I'm going to go through some of the others over the next few months as I suspect they might have similar issues.
Hey looking for some feedback on the right click to aim feature, like or hate it? I'm thinking about doing away with it and just using the right mouse button to toggle between freelook and locked, keen to get people's opinions
You need an entrenching tool/function for the mech. Right now, the mobility over broken terrain is poorer than a Mk IV tank, which had an entrenching beam. Maybe the RMB should let the mech climb up over trenches and sandbags?
Thanks for your feedback, I really appreciate it. Yes I agree it does feel a bit wrong that this huge machine can be stopped by a little sand bag wall or a bit of barbed wire. I think the easy answer to some of these problems would be to simply make certain obstacles breakable allowing the mech to smash through them. In real life that's what would happen in many cases - assuming giant mechs are real.
Early on during the development I had issues with the size of the mech and navigating the terrain obstacles, I never really solved them due to time constraints, instead I just made the trenches wide enough that the mech wouldn't get stuck in them. I think some sort of procedural animation of the legs combined with placing individual feet might make this all feel a bit more realistic. This would allow the mech to step over larger gaps and obstacles, and maybe even step out of trenches, all without looking odd.
An easier (but klunkier) method is just have the mech stiffen up and jump (springpads under the feet or jumpjets).
Not sure if you want to keep on this, but using German combat tripods (panzerkampfdreifuss) to fight giant fauna (dinosaurs) on an exotic planet was a side-idea of mine back when I was still into Frank Chadwick's Space 1889.
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Cool game but looks like some credits are missing, perhaps even more
CC-BY-NC Sounds
synthetic low-rev engine.wav by Timbre
Artillery Explosion (Close) (Mixed) by EvanBoyerman
CC-BY Sounds
MECH STEPS - 2.wav by jdpstar
16-Explosion.wav by SgtPepperArc360
CC0 Sounds
goreSplat.wav by ThefitzyG
Falling Bomb.wav by Daleonfire
wind.mp3 by Topschool
Yes I believe you are correct. I don't think I properly understood the creative commons license when I made this game, and I had thought that crediting freesound.org was enough. One of the challenges I've had with freesound.org over the years is that it's been really hard to find the same sound again to credit the authors, especially if all I have is the audio file. Can I ask how you managed to track them down?
Sure thing, there's a bunch of ways:
But sometimes sounds get deleted, then it doesn't work.
If you renamed the sounds, you might be out of luck, unless the uploader added some kind of metadata.
To get the files I used Asset Ripper.
Cheers, I'll give that a try.
Hey thanks again for pointing out the issues with the credits, I believe I've fixed it up for this game, but I'm going to go through some of the others over the next few months as I suspect they might have similar issues.
Cool, all the best to ya!
Intresting...
lol nice
Hey looking for some feedback on the right click to aim feature, like or hate it? I'm thinking about doing away with it and just using the right mouse button to toggle between freelook and locked, keen to get people's opinions
You need an entrenching tool/function for the mech. Right now, the mobility over broken terrain is poorer than a Mk IV tank, which had an entrenching beam. Maybe the RMB should let the mech climb up over trenches and sandbags?
Thanks for your feedback, I really appreciate it. Yes I agree it does feel a bit wrong that this huge machine can be stopped by a little sand bag wall or a bit of barbed wire. I think the easy answer to some of these problems would be to simply make certain obstacles breakable allowing the mech to smash through them. In real life that's what would happen in many cases - assuming giant mechs are real.
Early on during the development I had issues with the size of the mech and navigating the terrain obstacles, I never really solved them due to time constraints, instead I just made the trenches wide enough that the mech wouldn't get stuck in them. I think some sort of procedural animation of the legs combined with placing individual feet might make this all feel a bit more realistic. This would allow the mech to step over larger gaps and obstacles, and maybe even step out of trenches, all without looking odd.
An easier (but klunkier) method is just have the mech stiffen up and jump (springpads under the feet or jumpjets).
Not sure if you want to keep on this, but using German combat tripods (panzerkampfdreifuss) to fight giant fauna (dinosaurs) on an exotic planet was a side-idea of mine back when I was still into Frank Chadwick's Space 1889.
i havent played it yet but as i wright this im downloading it, but that sounds great