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Dual Ship Mechanic Discussion

 
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mairsil
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Joined: 27 Feb 2006
Posts: 72

PostPosted: Wed Oct 18, 2006 3:54 am    Post subject: Dual Ship Mechanic Discussion Reply with quote

Now that some of the details for OneZero have been released, I am interested in any comments or questions that some of you may have about the dual ship control.

Too gimmicky? Too difficult? Been done? What are your thoughts?
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ProgrammingAce



Joined: 19 Jul 2006
Posts: 1

PostPosted: Wed Oct 18, 2006 8:37 pm    Post subject: Reply with quote

I assume this is designed around a controller (joystick style design) as opposed to a keyboard?

The 360 controller would be perfect (Dual Shock would work as well, but it'd be a bit more dificult). I'm envisoning the sticks for movement (obviously), left + right triggers for firing, and the two shoulder buttons to cycle the weapons? Maybe click the two thumbsticks to join the ships, click again to break them apart?

If you're thinking about the keyboard, you're looking at using at least 12 keys. "WASD" for one ship, maybe "IJKL" for movement on the other. You can use ALT on either side w/ your thumbs to fire, and CTRL key's to cycle weapons...

One issue i see is if the two ships trade sides, it could throw the player's brain through a loop (left thumbstick is now controling the ship on the right side, etc). Maybe adding something like a divider down the middle of the screen so that if the left ship ends up on the right side, it starts taking damage/loosing energy or something. When the two ships join, they could fly anywhere. Just something that influences the player to keep each ship on the correct side of the screen for their own sake.

I definately think you should have the 'joining' process controlled by a button press from the player. I'm not sure what you're planning, but if the player is has to manually fly the two ships togethter, it could get dificult in the 'heat of battle'. As a bonus, if you set the 'join/break' function to the clicks on the thumbsticks, you could have the player choose which position they 'joined' at (for example, click the left stick and the right ship warps to the left ship's position). Otherwise you'll run the risk of merging the ships right in the middle of a bullet/enemy.

A game you might want to take a look at is Chaos Field...
Dunno, just throwing ideas out there... yell at me if i'm anoying...
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mairsil
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Joined: 27 Feb 2006
Posts: 72

PostPosted: Wed Oct 18, 2006 11:08 pm    Post subject: Reply with quote

ProgrammingAce wrote:

The 360 controller would be perfect (Dual Shock would work as well, but it'd be a bit more dificult). I'm envisoning the sticks for movement (obviously), left + right triggers for firing, and the two shoulder buttons to cycle the weapons? Maybe click the two thumbsticks to join the ships, click again to break them apart?


How in the hell did you guess the control scheme so accurately? I was not planning on releasing that information until after the research phase. Skull-cracking

Might as well provide some clarification:
- Target platforms are both the PC and the Xbox 360 (through the XNA Framework).
- The Xbox 360 controller (or future XInput supported controllers) is required hardware. Other gampads may be supported, but such support is not guaranteed.
- Analog sticks are for individual ship movement.
- Analog triggers are for weapon firing.
- Digital shoulder buttons are for weapon cycling.
- The ship merging and position locking aspect is still being finalized at the moment and is subject to change. Currently, clicking a single thumbstick "locks" the clicked ship in position relative to the other ship. This creates a master-slave control system where both ships are moved as one by using the "master" ship's analog stick (weapon control remains separate). Clicking a second time unlocks the ships so that they can be flown independently again. Clicking both thumbsticks causes both ships to merge into a single entity controlled by the "dominant" hand (this will be chosen by the player at the start of the game). The merging/unmerging process would cause the ship(s) to be invincible temporarily. There may be a proximity based requirement for merging, depending on playtesting.
- The ship merging will be constrained in some way (e.g. energy meter, time limit, etc.).
- Keyboard control will NOT be supported.

The research aspect I mentioned involves seeing how players react to the dual control system. Things such as tandem (both ships moving the same direction), opposite (both ships moving in opposite directions), independent (no correlation between movement) and crossed (left ship is on the right side of the screen and vice versa) movement will all be examined. The goal of this phase of development is publication in a scholarly journal or conference such as UIST or SIGCHI.
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