Water Feedback Thread
FireCat 13
Owner
Joined Apr 2020
People seem to really hate the water in Bopimo, so give some detailed constructive feedback so I can make adjustments to it. The only thing not up for change is the use of the jump & crawl keys as a main method of up and down navigation, inspired by SM64's water controls.
Explorer 11
Joined Sep 2023
It's hard to aim your swimming direction, for example in the angled swimming part in Domas' tutorial level you kind of have to try to cheese it because swimming at an angle is near impossible.
effmereality 9
Joined Sep 2023
Sometimes it's hard to get out of water when if the block in front of water is taller
Explorer 11
Joined Sep 2023
Originally posted by effmereality 9 1 week ago
Sometimes it's hard to get out of water when if the block in front of water is taller
Even when they're the same height sometimes.
Bopology 9
Joined Dec 2024
[Deleted 7519]
Domas 15
Moderator
Joined Mar 2024
going through tight holes can usually be an issue because your bopi just doesn't want to rotate the correct way sometimes so maybe if you go to 1st person you can swim directly where you want to go
Jayka 4
Joined Dec 2024
I drink water everyday
STEEL 7
Joined Dec 2024
The swimming controls are fine. The problem is that people are too used to unrealistic swimming controls that let you do backflips and 180s underwater on the fly.

Bopimo's swimming feels a lot like the swimming controls in Super Mario 64. I imagine that people are not used to playing SM64 on a keyboard, but I am, and I can say that they both feel very similar, although my only problem is that turning the Bopi can sometimes feel a bit sluggish.

The ideal solution would be to create an object that can be placed underwater (like a bubble) that functions like a speed boost pad. This would allow level creators to increase turning speed and swimming speed for their environments.

If you're a player who is struggling to use the swimming controls, I suggest that you play more Bopimo levels that incorporate water to become accustomed to swimming in Bopimo.
Koopa 8
Joined Dec 2024
its like big sludge... hard to move in and hard to escape (for example, the tutorial level water!!) yeah this isnt good feedback at all but i want to state my opinion
FireCat 13
Owner
Joined Apr 2020
Originally posted by STEEL 7 1 week ago
The swimming controls are fine. The problem is that people are too used to unrealistic swimming controls that let you do backflips and 180s underwater on the fly.

Bopimo's swimming feels a lot like the swimming controls in Super Mario 64. I imagine that people are not used to playing SM64 on a keyboard, but I am, and I can say that they both feel very similar, although my only problem is that turning the Bopi can sometimes feel a bit sluggish.

The ideal solution would be to create an object that can be placed underwater (like a bubble) that functions like a speed boost pad. This would allow level creators to increase turning speed and swimming speed for their environments.

If you're a player who is struggling to use the swimming controls, I suggest that you play more Bopimo levels that incorporate water to become accustomed to swimming in Bopimo.
What if the water block had a "viscosity" property, something like that, to modify the control amount while swimming. In the event of this property being added the default would probably be bumped up a bit as well.
FireCat 13
Owner
Joined Apr 2020
Originally posted by Domas 15 1 week ago
going through tight holes can usually be an issue because your bopi just doesn't want to rotate the correct way sometimes so maybe if you go to 1st person you can swim directly where you want to go
I was thinking about using a spherical collision shape instead of the capsule, making the Bopi's rotation stuff become just a visual thing only for the character model.
This way it gets rid of the problem of having the Bopi constantly bump into walls if you don't rotate the character perfectly, since the collision would be an equally sized sphere.
It would also make the swimming collision take up less space.