Forgotten Ball Control updates

I have had a tremendous amount of feedback on the controls of Forgotten Ball, and from that I have taken some small steps to make Forgotten Ball more in keeping with what players expect.

Forgotten Ball’s physics are the most discussed feature when I share and show Forgotten Ball builds, and this pre-alpha is no exception. The most discussed and debated aspect is that you can change your direction/momentum whilst in a jump. This is something that normally is only brought up by those whom have programmed game controls in the past, but other have also queried it.. I’m not planning on changing the controls, regardless of how easy or difficult this change could be for me I really like how the Ball feels in the air.

Forgotten Ball in a later section gives you the ability to invert gravity, but really this is just letting you float; It is kinda hard to explain as I don’t invert gravity, I just apply an upwards force and then cap how far from the ground the ball can float to. The set height was the lesser of two evils I encountered about a year ago; I either designed the game fully around gravity inversion (which I didn’t want to do) or I allow the ball to do this bobbing thing. For later reference the balls ability is still called gravity inversion, but its more semi buoyant as such.

The main thing I got back from the Kickstarter pre-alpha backers was that the gravity system was erratic/cutting out etc. I know this to be true as I programmed it this way (badly). In short the Gravity Inversion of Forgotten Ball used to work pretty simply, I apply a force to the ball, and control it by some simple rules: if the ball is witinin 12 units of ground allow the ball to float; if the ball is within 24 units of ground, bring the ball down to 12, if the ball is over 24 units from ground turn of Gravity. Turning off gravity inversion is where the erratic behaviours comes in.

I have made a lot of changes to the Gravity Inversion system in Forgotten Ball; it’s weight is slightly different, it’s more responsive and Gravity will only now cut out if there is nothing beneath the ball.

Video:

Inversion of Gravity Fix/Update from Joshua Croft on Vimeo.

Worth noting is that in air the ball is not held back by friction. So I’ve noticed people just flying or jumping around to get from A to B quicker, this is a problem but it’s something I do in other games so I need to think carefully before making late changes. I will however be adding enemies and blocks to slow down that sort of progression.

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