Re: [GD-Design] FPS console controls
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From: Javier A. <ja...@py...> - 2003-04-04 19:40:38
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I basically agree with what Tom said (haven't played Metroid Prime yet, just checked it for a couple minutes at EBX). Halo was the first console FPS where I was able to forget about the controller and just "think" what I wanted to do while my hands performed it. However, it's not just a matter of controller setup. I recalled that TS2 (on the GC) had the same control system, and I was never in control there, a couple of enemies moving around me in an open area would be a fair challenge to shoot at. I just tried Medal of Honor (PS2) with the "advanced" (sharpshooter?) setup, and once again I found myself missing enemies at point blank because my control over targetting was not precise enough nad I would overshoot or undershoot my turns. In Halo I was even able to shoot moving targets with the sniper rifle. Now, the question is, why would the same control scheme work well or bad on these different games (and consoles)? - Invert Y axis option is pretty vital, and Halo did a good job of checking which one the player was better used to. It is also interesting to separate the invert Y axis option for flying vehicles and ground movement. - controller stick "feel". Some controllers have harder springs than others, or the way your hand grabs it gives the thumb a a better position, or... essentially an ergonomics issue. After playing with the XBox controller, the PS2 seems too smal and... light, or weak, or something. - Stick dead zone (more hardware issue than software, but both can be involved). I got the feeling that the dead zone for stick centering was much larger in MoH/PS2 than in Halo, and that it was annoying in MoH when I wanted those little adjustments to turns, it just seemed that I had to turn the stick too much before turning began, so it took me longer to perform little turns. - sensitivity adjustment. Using independent sensitivities for vertical and horizontal axes is crucial, since in general you want vertical sensitivity to be less. I guess there is also something to be said about which curve to use based on the stick value: linear? Power-of-something? - Interaction between stick axes? Meaning, when you fully push an axis, changes are you also affect the other. Should this be detected and taken into account? - acceleration. You could have some acceleration over the entire range of the axis, but definitely want some acceleration when the stick. A good idea may also be to engage max acceleration when you suddenly turn the stick fully in the opposite direction. - auto-targeting. This is where things start to get interesting. You shoot in a general direction, the bullet automatically goes to the target you're almost aiming at. The more obvious this is done, the less believable, it has to work. It gets trickier to implement when targets are able to hide and expose just a part of the body (like those shielded aliens in Halo, or guys using scenery for protection). - turning helpers. I don't know about this, but it sounds like it *might* be possible, kind of like the autotargeting, to adjust the orientation slightly when the player stops turning with a target almost centered. How have people approached these kinds of parameters? Then on the issue of actions and action buttons. Was I the only one who found it very hard in Halo to whack guys while moving? The problem was that I had to remove my thumb from the turning stick in order to use the melee action button. The Getaway seems to do a good job of meleeing a guy automatically when up-close. In general, the two-stick setup reduces action buttons to pressing the sticks (which makes the sticks also move unreliably) and the shoulder buttons, of which different consoles have different number. Lock-on schemes reduces the skills required by the player, and the potential number of options for combat - think of the turn-strafe combos for shooting the Hunter's back in Halo. They also seem to reduce the options for vertical combat. How does this work with snipers? Ok, long enough already. Javier Arevalo Pyro Studios |