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Well, nicelly done ! And Nice music too, taking into account the genre !
But the Controls are insane or buggy.
And you don't even provide an explanation of How it should be controled. It is NOT Relative To Camera View ! It is NOT Relative to Rocket Orientation !
It seems that we control a tilt Relative to the Vertical (Y Vector) from the Global Reference Coords. But I'm Not sure.
In this case, I think the best solution is to make controls relative to the Object (Rocket), which in fact is what happens in reality, but then to be effective, the camera must be ON the Object, or at least fixed to it's coordinate axis, so that you don't loose your reference.
If you really want to keep the camera free (as it is now), then you should make the control relative to it. And you should also hide the mouse cursor.
Currently it's impossible to control, because you have to know exactly where you are in the world and in what direction, but you loose your perception of the world, as soon as you move the mouse a litle bit too much; camera goes wild, and you are essentially lost.
Also, It has some problems when firing, check this screen grab.
http://ruimartins.net/dump/roketz000.jpg
And you can also see, that "Warning" Texture (Yellow Strips) is very badly used, they don't match arround the base platform.
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