Yea, that’s the hard part. Disassociating the targeting direction from movement direction adds a few thousand extra dev hours if everything goes perfectly.
Yea, that’s the hard part. Disassociating the targeting direction from movement direction adds a few thousand extra dev hours if everything goes perfectly.
It is a mandatory step and we can’t ship WASD controls without it.
This is a major feature that can’t be completed quickly.
It’s really just what’s already been said on this thread so I won’t just say it all again.
Currently every animation assumes that the movement and casting directions are the same at all times. Allowing moving one way and casting the other either redoing every player animation in the game means you will see people moonwalking all over the place.
Every ability in the game assumes that the player is facing the directing that they are moving. If this becomes false, hundreds of abilities, cast and triggered, need to be checked, updated and tested. I wasn’t even thinking of this before so tack another thousand dev hours onto my previous estimate.
I’m sure there are other things I’m not thinking about too. When you’re making the systems, you make every time optimization you can. Anything you know is going to be one way every time can be used to make the game run faster. We’ve used the knowledge that the player is moving and casting in the same direction all over the place. Splitting it would need to be done right after a major patch so that we had the full 3 months to find all the random little bugs that popped up.
Because you can’t move and shoot in two different directions at the same time.
Yes you do. That suggestion would introduce a level of jank that may have been ok for us 6 years ago but we aren’t willing to have it look like that right now.
And we’re back to “it’s not that simple”
Thanks for the feedback