RE: [GD-Design] Revolution Controller design thoughts
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From: Phil T. <ph...@mi...> - 2005-10-20 16:44:10
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> RTS - not traditionally covered in consoles because of the difficulty > of control the lack of mouse gives. I can see how the main controller > angle could be used in place of a mouse to move a selector around the > screen =20 I definitely think the controller could work well here. There are = already mice for media center computers that work as pointing devices = and they are pretty intuitive to use. With just a little bit of = practice is it's easy to lasso things which is one of the biggest = problem RTS games face when they are moved from a keyboard+mouse = interface to a traditional game-pad. =20 > Racing/Driving - Not sure, but I think main controller held upright > like a joystick would be most intuitive here - tilt forward back for > accelerate/decelerate, right/left for turning. Does the mini-joystick > have a place? =20 What is the fidelity of the tilt functionality? When I played with the = gyroscopic devices in the past the lack of fine control really killed it = for me. Granted at the time I was trying out the side-winder controller = (remember the one that you could tilt left, right, up and down) with a = flight simulator. It really didn't work all that great. I'd imagine = serious racing games would have the same problem --- now Mario Kart on = the other hand... =20 Phil ________________________________ From: gam...@li... on behalf of Chris = Chapman Sent: Thu 10/20/2005 04:11 To: gam...@li... Subject: [GD-Design] Revolution Controller design thoughts Okay, this is more from a tech view than a design view, but in user interface land the two have to be pretty close. I'm using the Chaos Engine thread for inspiration as to points of discussion that people might need to address. Suitability for genres FPS - as shown in the demos they did, apparently the main controller for view angle and mini-joystick for movement works well. Platform-er/3rd person - should be fairly similar to FPS, no? RTS - not traditionally covered in consoles because of the difficulty of control the lack of mouse gives. I can see how the main controller angle could be used in place of a mouse to move a selector around the screen Racing/Driving - Not sure, but I think main controller held upright like a joystick would be most intuitive here - tilt forward back for accelerate/decelerate, right/left for turning. Does the mini-joystick have a place? Action/twitch - (a la R-Type or Tetris) intuition here would say the main controller as a pointing mechanism, dragging the avatar around the screen to manipulate. But in situations where the avatar changes (i.e. new piece in Tetris), how do you deal with relative versus absolute movement? E.g. having to move four pieces in a row to the right. Do you use a button to 'pick up' before you can drag the avatar? General points It seems that the absolute vs relative control question is the most relevant - in any situation where the avatar you are controlling changes, how do you 'reset' the controls. In an absolute system, if you are all the way at one end of the control axis, do you a) start the new avatar already turning right, b) start the new avatar centered (which means you have to turn even more to the right to continue). In this respect the controller's a bit of a halfway house between a mouse and a joystick. It has the freedom of movement and intuitive feel of a mouse, but it has absolute limits like a joystick. I.e. while you can continually pick up and re-centre a mouse to get continual movement in one direction, in the Rev controller you can only turn it so far (before you have to let go and/or contort). How usable would a system which uses the trigger button (the most accessible on the controller) to act as an 'engager' be? I.e. relative motion of the controller is only accepted when the trigger is pressed, allowing the user to release the button to re-centre the controller before pressing and moving again. If that is done continually throughout, I think that the user could get used to pressing to move. It would be similar to some third person games which use a mouse button to engage movement, and when not engaged the mouse acts as a regular pointer. Right, that's enough blethering for now - discussion, rebuttal? ChrisC ------------------------------------------------------- This SF.Net email is sponsored by: Power Architecture Resource Center: Free content, downloads, = discussions, and more. http://solutions.newsforge.com/ibmarch.tmpl _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU6 |