tag:blogger.com,1999:blog-13030925.post3629928009242533507..comments2024-01-25T13:46:11.967-06:00Comments on The Bronze Blog: Gaming Thread: ControlsRyan Michaelhttp://www.blogger.com/profile/14750814560493466382noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-13030925.post-8108662996926406582008-12-04T00:52:00.000-06:002008-12-04T00:52:00.000-06:00I think if first-person platforming is to be effec...I think if first-person platforming is to be effective, you must be able to see your character's body, legs, and feet. This is why I'm looking forward to the day I go out and buy Mirror's Edge. It's not that FPS platforming is intrinsically bad, it's just that it's fucking impossible if you have no physical reference point.<BR/><BR/>A note on general 3D control: I like the control scheme of 3D platformers and action-RPGs far more than the klunkiness of Resident Evil games and early Tomb Raiders. That is, left on the stick moving you left is far superior to left on the stick turning you slowly left, and then forward moving you in whichever direction you're looking. That's just total crap.<BR/><BR/>Of course, now more and more games are going Over The Shoulder, which is basically FPS one step removed, and controls the same with either mouse and keyboard or two joysticks. I think this is a good thing for lots of games, but not all.<BR/><BR/>My general rule is if it seems like it would be far easier to perform the action in real life than it is in the game, the guys doing the design probably fucked something up.Donhttps://www.blogger.com/profile/06661441668625677468noreply@blogger.comtag:blogger.com,1999:blog-13030925.post-63192367884751813092008-12-03T22:52:00.000-06:002008-12-03T22:52:00.000-06:00Metroid Prime's in an odd place with me, sometimes...Metroid Prime's in an odd place with me, sometimes. I like to be able to strafe and turn easily when I'm inspecting a spot. I could deal with the platforming elements, personally, but when I was still getting used to it in #1, I loved the X-ray visor, not for the expected features, though: Color equaled distance.<BR/><BR/>I hope they decide to release another 2D series of it. One thought I had about post-Fusion Samus was to have her suit metamorphose to develop new abilities, rather than pick up all the Chozo artifacts they seem to have littered everywhere she happens to go.<BR/><BR/>On platforming controls: For my Untitled Platformer at GDL, I've kind of settled on the characters having three weapons each by the end of the game. The way it's looking for controls so far: 3 weapon buttons, Action/Run button, Jump. Up is for entering doors. In SNES terms, how does this sound?: Y, X, L = Weapons 1, 2, and 3. B = Jump. A = Action button. R = Run button.Bronze Doghttps://www.blogger.com/profile/10938257296504189967noreply@blogger.comtag:blogger.com,1999:blog-13030925.post-59962814706597294942008-12-03T22:34:00.000-06:002008-12-03T22:34:00.000-06:00If FPS is going to have a lock-on targeting system...If FPS is going to have a lock-on targeting system, it needs to be rigid, quick to change targets, and smart enough to go for nearby enemies rather than crates fifty yards away--Metroid Prime is a generally good example of this done right. <BR/><BR/>MP is an example of an FPS no-no, though, as well--<I>first-person platforming</I>. It's a common complaint, but for good reason: it doesn't work. <BR/><BR/>Also, there's a goldilocks zone for camera/aiming controls. It's easy for it to be way too sluggish or way too sensitive, so you're swinging your gun all around every time you try to shoot things. <BR/><BR/>Totally agreed about up-as-jump and 'run' as anything besides a trigger.Tom Fosshttps://www.blogger.com/profile/13796424725228769265noreply@blogger.com