Hammer Of Heaven
Sanmatar Kelkoons Minmatar Republic
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Posted - 2012.08.11 11:26:00 -
[1] - Quote
Bloody Marcel wrote:You need to drop the current position cursor solution and implement an actual angle cursor.
People are having trouble with the current implementation because they expect to aim/look at in the direction they are pointing the Move, which is not what a position cursor allows to do since Move orientation is completely irrelevant.
The position cursor basically turns the Move sphere is a mouse ball and the flat, vertical plane in front of the user into an imaginary mouse pad. This is just wrong, especially when combined with the bounding box-based spin system.
Look no further than inFamous 2 for a proper implementation. Even tho it's a 3rd person game, Sucker Punch nailed it. You might also want to look at the upcoming Portal 2 In Motion DLC from Sixense for another example of great motion controls.
You could also disregard the floating cursor altogether and go for a fixed one. Play the shooting sections of PlayStation Move Heroes to get an idea of how it works (you can spin without ratcheting there as well, which is great).
Bloody Marcel wrote:You need to drop the current position cursor solution and implement an actual angle cursor.
People are having trouble with the current implementation because they expect to aim/look at in the direction they are pointing the Move, which is not what a position cursor allows to do since Move orientation is completely irrelevant.
The position cursor basically turns the Move sphere is a mouse ball and the flat, vertical plane in front of the user into an imaginary mouse pad. This is just wrong, especially when combined with the bounding box-based spin system.
Look no further than inFamous 2 for a proper implementation. Even tho it's a 3rd person game, Sucker Punch nailed it. You might also want to look at the upcoming Portal 2 In Motion DLC from Sixense for another example of great motion controls.
You could also disregard the floating cursor altogether and go for a fixed one. Play the shooting sections of PlayStation Move Heroes to get an idea of how it works (you can spin without ratcheting there as well, which is great).
I agree with the above. I also want to add in a little of my feedback on the move.
What is done well:
* Just trying to support the move is awesome. I like this and it can be very enjoyable.
* Vehicle turrets. The move as used in vehicle turrets is a lot of fun. The immersion you get from "steering" you're turret with the move rocks.
What needs work:
* Driving vehicles. Navigating with a vehicle is very challenging and a real handy-cap .
* Fixed calibration. This is the application of the current calibration. Like mentioned above, it is a virtual mouse pad and the move is the mouse-ball.
* Player navigation. Shooting and navigation currently is very clunky when you need to be doing both.
* Zooming with a weapon is completely borked. If you zoom in with a weapon, you have no real ability to follow a target that is moving
Suggestions for improvement:
* Add in a setting in the menu to have a fixed cursor.
* Have individual settings for different parts of game play. Settings for manning turrets/installations, vehicles, standard nav/shooting, and vehicles.
* Consider a calibration style that is subjective, or easily redouble in the field. One of the main problems is that the player needs to sit very still while playing. This is unnatural, even when you're into the game a person moves around some. when they do, you suddenly find that it is harder to turn left, look up, or many other issues.
* Either do a fixed cursor or a moving cursor for being zoomed in with a gun. This needs for be configurable.
* Just like CCP does with EvE online, allowing things to be as configurable as possible is a good way to put this game up on the leading edge and gain points with the FPS demographic. The more nobs and leavers available the better. However, make it easily understandable is still important.
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