DackAttac wrote:Pretty sure that's how it works. Contact with enemy, the midair spin, repeat until out of enemies, then you land and start from a much lower speed. Unless you fire a "blank" in the direction you're headed, but then you just missed about thirty feet of ground that you would have run on otherwise.
Then again, I haven't played a game that employed it in ages since I'm tired of the ones that didn't suck because I play them as therapy for the ones that do.
Perhaps you should, cause Sonic 06 fits your description of it best, what with the fact it has next to no momentum in the physics whatsoever. In that game any and all forward motion is pre-scripted, not natural in any way. I think you underestimate the smoothness of motion the homing attack
does have.
As the homing attack was in its' better days, i've never been bothered by it much, and while i'd really rather not fish for problems that don't seriously exist, i'll try to address that. When compared to the ease of motion of plain jumping into an enemy, no it's never been quite as quick, but I can imagine some ways to smooth/speed it up a little bit more without either going to the point of making it such that there's no sense of "force" to it, or adding too many variables to the attack. Like, covering less ground with the jump dash;* there might be a way to make it so if you're already going faster than the max speed the dash would have propelled you by default, your momentum doesn't play by a script and cut you down to that speed instantly, or you just lose less speed. Keeping in mind while adjusting this that things can't get too out of control. This is assuming I don't understand less about how the jump dash works than I think I do.
Hope that came out right. (*
so I used a semicolon and I am a prude, what chu gonna do about it?) See, it's not so much a bad idea as it is one that could be fine-tuned further instead of slapping a band-aid gimmick overtop that fouls up the whole rulebook, as opposed to just rewriting a few specific details. I guess these are the kinds of things they had to wrestle with in trying to design character moves for SA1.
Shadow Hog wrote:Maybe I should really get my head out of the early 1990s, but honestly, that WAS Sonic.
Time don't got much to do with it. It's as simple as comparing a thought-out, well crafted and ultimately well executed game design, to one that's fundamentally flawed in serious ways and has a considerably shakier rep in execution.