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AOMC1 DevLog 260315
It is the final of the final areas… but I still have not found the direction. It is truly the end, and I want to finish it quickly. For a week, I think I spent quite a lot of time modifying the wall-running mechanics during parkour. It was not gameplay feedback, but while pondering the feedback I received from a gameplay video, I saw a direction that matched the part that had been weighing on my mind, so I tried modifying it.
When reaching a wall through a wall jump, if the next jump was pre-input, it would immediately connect to the next jump, but otherwise, the character would stick to the wall for a moment. In this state, if there was no directional input for a certain amount of time, the character would slowly slide down and fall, and if there was directional input for a certain amount of time, it would start wall-running. The reason I put in this ‘input wait time before wall-running’ was to prevent unwanted wall-running. This was because it was quite disconcerting when I jumped to a wall and wanted to jump to the next wall, but wall-running proceeded due to the directional input I was maintaining. However, due to this wait time, the connectivity of doing consecutive smooth wall-runs or immediately transitioning to a wall-run after a jump was significantly reduced. At the same time, it was also difficult to wall-run at the desired time to avoid obstacles. These points had been weighing on my mind the whole time, and as feedback on the video post I uploaded this time, there were many comments saying that the delay from sticking to the wall until the wall-run was awkward.
Since it was already weighing on my mind, I wondered what to do and ended up putting in a dedicated wall-cling key entirely. On the gamepad, it was the LT button that I intended to use for a special attack, but I judged that if combat is used as a garnish anyway, it is reasonable to allocate an important input to parkour. As always, even if I judge it this way during development, I do not know what kind of complaints will come up once it is actually tested. Even if I have to see about that when the time comes, I thought it was reasonable to move in the direction that I consider right for now, so I proceeded. The controls have become slightly more difficult after acquiring wall-running, but it seems much better in that I can do it as intended, and because of that, I felt the degree of freedom has also increased.