Aviassembly

Aviassembly

Good concept. Some gameplay difficulties at first. But gets better. Here is some feedback.
Likes:
-The Controls. It has a very short learning curve. Easy to understand.
-Very relaxing game.
-I overall loved the concept.
-I must mention that I have no experience playing flight games at all. And have no idea what all the plane terms you all are using.

Some feedback:
-I spent about first 10-15 minutes flying to random airports, picking up random stuff, as I was figuring out how the quests work. They could use a different UI, like a list. If you click on a location, it opens a different quest. That is, I thought I was putting a marker on an airport, but it just changed the quest and now I'm carrying the wrong cargo to a wrong airport. Just minor thing I figured out slowly. Active quest should always be visible on the right.
-Second, optimisation. This game is really tiny in size, which is good. But my laptop, which runs GTA 5 at stable 90fps medium, and some more modern AAA games easily, was blasting its fans while running THIS game. I had to use the nvidia control panel to manually limit the game FPS.
-When you're having fun making stupid (funny) tiny planes, the direction of the engine is often flipped. If you rotate them in editor, the games flips the whole plane again on the home strip.
-I don't know what the CG button in edit mode did.
-Snapping objects to grid (or center) would be essential to make a well balanced plane.
-You can't fully roll the plane in air.
-TAB key to open cargo (inventory, like in many games).
-FPP view, or maybe ability the to zoom/camera distance. In the same context, holding RMB should not be required to look around.
-If there are more airports, then the direction of their strips should be indicated. Maybe alongside the airport icon while flying nearby. This could add some realism. But if not aiming for that, it's totally fine.
-The speed and altitude could use a good visual meter, instead of numbers. Flying right above the ocean surface was fun but needed to focus on the altitude numbers in the corner.
-The reward counter for scraps was really slow at the end when you get like 300 units.
-Maybe add some AO, shadows, or other lighting method so that the plane does not look flat white from the bottom. Maybe have advanced graphics options.
-The game REALLY needs either a minimap, or a compass at least. It's difficult figuring out the correct direction without opening the whole map.
-Which brings me to the map. It is simply not much functional. When opened, it should start at the player location, not the center. It's always too zoomed in. If you zoom in further, the icons of airports also become bigger.
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I agree with a lot of what you had to say and as someone who's played flight sim games for near 30 years, I had a lot more fun playing this "bush-pilot" concept than I anticipated.

I agree, I'm not a big fan of the camera snap, a more central location for altitude and speed would be useful as well as some hot-keys for things like inventory and being able to close certain types of landing gear would be great.

- While I do recommend the "Auto-steer" option for getting familiar with flight, it does not allow for some of the more fun aerial maneuvers, like barrel-rolls and loops.
- I'll be honest, it probably took me a little bit longer to actually figure out how the map worked and had a similar experience
- I'm a painter - not a programmer ;p
- I did not run into the same engine trouble specifically (?) But I did run into some "quirky shenanigans" when some of my "craftier" designs
- OH! I Know that one ! CG or Center of Gravity. it's important to know where that is compared to your center of lift and thrust. Like picking up a heavy object, you need to know where the center of mass is so you can balance the load. ( I hope that helps)
- Yeah, grid snap like in KSP, and a move tool and the rotate function, functions differently than I expected.
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Date Posted: Mar 29 @ 4:11am
Posts: 1