I put in a bug report about this, and the design team came back with an interesting solution. Let's get a preview.
Watch this clip, and look how the firecracker travels to its target. Does it look perfectly normal, or does it seem to fly a bit unhinged from gravity?
The developers made my day. They explained this was just an optical illusion. But they also offered a solution, tilting the camera angle for the game view back about 20 degrees. I tried to visualize this. But again, one better, they gave me a screen preview.
The two versions look more different from each other than they should, because the new angle is a preview from the development environment, with different screen size and lighting. But the key difference is you see more of the front of your targets, and more perspective on the scene. And of course, the odd illusion of the floating firecracker goes away! In a couple days when I get my hands on this, I'll share with you the beautiful, graceful arc of the firecracker, before it explodes into a dangerous fireball. What I saw looked pretty close to perfect.
In case you're not making games that simulate physics, I thought of another analogy you can use, on the importance of getting a different perspective. The four inch rule of photography is something my dad, an accomplished photographer, taught me. When you see a scene you want a picture of, certainly aim and shoot. But then try moving four inches left and right, and see what you see through your viewfinder. (Or on your phone screen.) "Oh, I can get that traffic sign out of the view!" you may find yourself saying. Sometimes objects just line up in a more pleasing way. Try it next time you whip out the camera.
Those are my thoughts, another day closer to a game you can all play! Remember to subscribe, so you’ll get our Weekly Roundup, and early warning when the game is live on the App Store and Google Play!
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