Thanks guys!
There is a new updated version (V. 0.2), so when I refer to "the latest update" I mean 0.2. I also edited my original post at the end and put the latest bug fixes and will continue to do so with this Gameplay Demo.
StupidBunny wrote:The jumping is much improved, and the character doesn't move as slowly. But Keen is rather difficult to control. I don't know why, but the turning is really confusing and kind of annoying. (This is all for classic, by the way...I don't have a controller for my computer.) This would probably be less of a problem if the camera followed behind Keen, and rotated as he did.
Look forward to the demo!

Ah ok, thanks...I think I'll have to really reconceptualize those controls (same with the Gamepad version). I want the game to appeal to 3 different types of gamers, people with game pads, people who want an automatic camera and those use to a mouse controlled camera. Until I redesign the Classic and Gamepad modes, I will be focusing alot my attention on the FPS mode, but their updates will come eventually. I know what it was like having to get used to games that used a mouse for the camera, and even though it's not problem for me now, I still don't want to leave those gamers out.
Iv4n wrote:Well done! I prefer FPS mode, but the mouse movement was waaay too fast!
I brought down the sensitivity but I also added the ability to adjust the sensitivity, because everyone is different in how they play. If the maximum limit is too slow, please let me know and I'll try to expand it.
If you guys tell me what sensitivity is your favorite setting (based on the meter on the top), I'll take the average and make that the standard sensitivity in the future versions.
But if 10 is too slow I'll expand it, and then take the average out of the updated range.
Djaser wrote:
Plus the camera moves slower than Keen making it easy to loose control control.
In the latest update I fixed the sensitivity, that should fix losing control, if not, please tell me. I want to differentiate between a problem with Keen's speed and a problem with the mouse sensitivity, if the sensitivity is not a problem but you still lose control, then it's a problem with his speed.
Djaser wrote:
Also it's possible to get stuck between the cylinders blocks.
That's been a problem since the beta, but it should be fixed now.
Djaser wrote:
I would even concluded that you're previous demo worked better.
You didn't even like the new jump system over the beta's? lol either way, it doesn't surprise me, I am working out new controls that are really buggy right now, but it's still a step forward.
szevvy wrote:
1. Like most others said, the camera turns waaay too fast. Surely you noticed this yourself?
I considered it, but I didn't not actually *experience* a problem, that is due to always using high sensitivity settings on first person shooters, lol.
szevvy wrote:
2. The camera can rotate as many revolutions as you want right, but it stops at a certain point when you try to turn left. To turn left beyond a certain point, you have to a 270 degree turn to the right. I'm sure it's easy to fix.
Fixed
szevvy wrote:
4. I notice you have a texture for his face. I don't get to see his face, as his butt is always facing the camera. I don't want this - not least because I can see his shirt texture distorting every time he walks. I want him to face the way he was facing, so I can rotate all the way round him as I turn the camera, until I want to move. At that point, he turns ass end towards the camera and walks in the direction my camera is facing. That would solve a lot of my issues with this demo.
I'm a little confused, you *don't* want the camera to follow him? If you want I can always add a button you can press so moving the mouse goes 360 around Keen himself, then pressing another one will go back to just turning Keen, do you want me to add something like that?
szevvy wrote:
5. I should not, *ever*, be able to go below the ground. If I want to zoom out with the scroll wheel, fine, my camera will move up. Even then, though, I should have a very limited range of up/down movement in camera. I don't want to look through level geometry, which I am guaranteed to do if my camera is looking at the guy's feet. At this point, your axes are trashed, and moving left does the opposite of what you'd expect. If, however, I zoom in - your camera is different. You can no longer clip level geometry in the same way as the camera gets close his eyeballs. At that point, you need more range. Unless you implement that - clamp it. Especially given the madness of the camera

From what I understand, you're saying there should be a limit of how much the camera rotates vertically? If so, I'll fix this in the next update. This last update was just to fix some the problems that prohibit gameplay the most.
szevvy wrote:
6. Jumping doesn't feel right, almost feels like you've got a fixed velocity. If it's to feel like Keen, he's gotta have very little gravity acceleration so you have time to control his jump at its peak.
It's not a fixed velocity, I assure you. It just must be my parameters. Are you saying his gravity should be faster?
szevvy wrote:
3. When you shoot repeatedly, it looks like he's masturbating.

This isn't related to gameplay, and I don't see a connection

BUT-- did anyone else notice this???
szevvy wrote:
7. At some point, get some real hosting - Firefox had no idea how big your file was.
Again, nothing to do with gameplay, but I switched sites and it seems to not have the problem you were experiencing ( which I had as well, but until you mentioned it, I didn't consider it a big deal ), so it will do for now.