Controls..

Falelorn

Shared on Sat, 12/23/2006 - 18:04
Thinking about the different controls so I thought I would ask.

Space Flight
- Space Physics (Babylon 5 / Independence War)
If you dont know the references, it is basically like real space flight, with going in one direction until a force is placed upon the ship chaging its heading/speed
or
- Arcade (Star Trek Legacy / Star Wars X Wing / Tie Fighter )

(Right now full space physics is something I am leaning more towards, but I do like both) and would like any input

Images of the day, with some basic lighting in




Comments

Gatsu's picture
Submitted by Gatsu on Sat, 12/23/2006 - 18:09
Realism is ok and everything...but I'd go with the star wars style space physics. Its more fun.
deucedriver's picture
Submitted by deucedriver on Sat, 12/23/2006 - 21:17
My advice is always know and focus on your target market (please forgive me if you answered this before). If you are going for the hardcore gamer, the person who is looking for complete realism, well you have your answer. What is the size of that market? Are you going for the casual gamer, or perhaps a mix (easy to pickup and learn but deep gameplay) then go with more of the star wars/arcade type. Good luck and I look forward to seeing the final product.
SGreth's picture
Submitted by SGreth on Sat, 12/23/2006 - 22:22
The 'arcade-like' feel has always been a better match for "crank & yank" flight-sim action. Freespace 2 has the best 'feel' for a space game as far as I'm concerned. They basically used the Star Wars model. I grudgingly got past the 'realistic' flight style to play through Tachyon: The Fringe. The game was decent, but I really didn't like how much 'real' physics slowed down the action. For battleship combat, realistic physics seems to make sense. It brings things down to a more strategic pace. For flight-sim I'd suggest arcade.
SGreth's picture
Submitted by SGreth on Sat, 12/23/2006 - 22:23
Quick Q - Are you using the fixed function pipeline or are you using shaders?
NotStyro's picture
Submitted by NotStyro on Sat, 12/23/2006 - 22:46
Maybe you should design one choice to be the default but allow the other as an option. An alternative idea would be to have some ships/craft use one control and others use the other control. Or the as the player progresses in rank/grade the control goes from gaming/arcade to physics-based. I don't like being locked into a particular control situation. Give me 2 or 3 choices and let me decide.
Falelorn's picture
Submitted by Falelorn on Sat, 12/23/2006 - 23:11
@SGreth Shaders 2.0 for now, upgrading later when XNA has full support and I can get a better card. @NotStyro Well each different set (Physics or no physics) have about 5 different controls sets planned with a 6th that someone can fully mod. Having some ships with and others will out just wouldnt work since really the ones with could literally spin circles around the ones with out
CrypticCat's picture
Submitted by CrypticCat on Sun, 12/24/2006 - 03:43
I would say arcade. In a battle there's already very much going on and a lot of information is relayed to the player. If you throw realistic controls into the mix, you must dumb down in other areas to keep the playability within enjoyment levels. Many games are flawed in that. When someone says relaistic controls to me, I think engine management, inertial dampening, climate control, computer-core upkeep, maintaining stellar maps. It usually means infuriating controls and a basic slider to speed up and slow down, however. It's a major put-off for me.

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