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Environmental collisions need reworking in places to make movement smoother, it's too easy to get stopped by geometry in ways that don't make sense.


CandescenceAria

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It's kinda been a problem since the very beginning, as it's most apparent on older tilesets, but we really need to talk about how environmental collision meshes are constructed, because quite often they can get in the way of what should be fast and fluid gameplay - whether it be super-jumping all over the place or running around at the speed of sound, we shouldn't be getting stuck on weird little lips in the level geometry and such, especially when many of these examples don't make sense (and often not realistic as well, but this is a game about space ninjas who use void magic, realism should not be a huge priority anyway).

That's really it. Someone taking the time to go over the environmental assets, map tiles and their collisions to make it so players don't get stopped in places where they really shouldn't would eliminate pain points in the parkour system, and make the gameplay smoother and more fun.

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