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From: Johann D. <jo...@do...> - 2002-03-18 12:28:41
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Alexander Rawass wrote: > Hi, > > On Saturday 16 March 2002 17:02, you wrote: > > >>>How much effects, rumbling and rattling can my stick take? >>> >>That depends on sticks, I guess. >> >> >>>What for example, if I make effects the way that the stick rattles and >>>rumbles most of the time, so that it get's really heavily used - won't >>>that severely reduce the lifetime of such a stick? >>> >>I don't know for the stick, but it might reduce the lifetime of the nerves >>of the player, which is way more worrying. >>I would advise against over-using vibrations. I am no physician, but some >>cases show their can be a danger when players play a very long time. >> > > We probably should show the player a 'force feedback can de dangerous for > your health or your stick' screen :-) > Yes, maybe. I wouldn't say force feedback is dangerous for the stick. If it is, this can only be a design flaw of the device. > >>>Cause I fear that my ideas might be overdoing it a bit.... :-) >>> > > At the moment, I am actually aiming in overdoing it - cause I wanna know what > happens when lots of effect get played etc, and how's that programmed best. > > >>>So, general question, how should the effects feel like? >>> >>> >>>>* firing lasers >>>> >>>a) slight jerk back >>>b) vibrate along X >>>c) vibrate along Y >>> >>>a or b or c or them alltogether? >>> >>a followed by b sounds nice (firing lasers is a continuous action, isn't >>it ?) >> > > No - it gets played every time a player fires a bolt. > > Beams are of course different (when I meant laser, I meant bolt) Ah, ok, I thought you meant beams. > >>>>* afterburner >>>> >>>a) stick wobbles around a lot >>>b) harder to steer >>> >>>a,b, a or b? >>> >>I really like b. >> > > I'll try to make this: > * afterburner on: > stick jerks back > stick vibrates around both axis (two periodic effects) very strong (attack) > and then settles for an acceptable magnitude > * afterburner off: > stick vibrates more (attack) and then drops off to nothing (fade) > > That may be overdoing, but I have to know how that is programmed :-) Right. > > >>>>* collision >>>> stick jerks into a new position, stays there >>>> >>I don't understand this one. Are you dealing with contacts, or collisions >>? >> > > Collisions. > > This should simulate that your ship is rolling around uncontrollable around > some axis for some time. ... what will make it even less controllable. We can try it anyway. > > >>>Any more ideas? >>> >>>I've got: Wind >>> >>>Well, actually solar wind, that drives the stick in a random direction >>>:-) >>> >>I don't like it. That's also an effect that reduces playability. >> > > I like the idea - more to be felt. But let's see. > > > My problem is: XwA and Freespace2 had rather sparse effects - for them, I > wouldn't have bought a stick, I was rather dissappointed. > > I'll overdo it now, discuss that, and then maybe downgrade :-) > Or lots of options :-) > Good idea. Some smart guy once said you knew a design was good when you had nothing left to take away. Let's use the same approach with effects. -- Johann Deneux |