Showing posts with label control. Show all posts
Showing posts with label control. Show all posts
Sunday, August 8, 2010
Sunday, June 13, 2010
Button Disambiguation
Button Disambiguation: How to make your game feel more responsive and intuitive by measuring and intelligently resolving ambiguous player control
Pushing Buttons
Pushing Buttons
Sunday, February 21, 2010
Movement (WIP)
I've updated the controller flowchart, so it's now actually readable.
A friend of mine is helping out with some concepts/illustrations of some of the moves we'll try to feature in the project.
Below is a quickly put together video of some of those moves from Mirror's Edge, followed by parkour training and explanation videos. When we start prototyping soon, we'll have to look into the implementation of those moves.
Most likely it has to be made through trigger boxes placed around ledges, that check which part of the player is colliding with it, aswell as the momentum of the player and/or if he's falling/going upwards.
A friend of mine is helping out with some concepts/illustrations of some of the moves we'll try to feature in the project.
Below is a quickly put together video of some of those moves from Mirror's Edge, followed by parkour training and explanation videos. When we start prototyping soon, we'll have to look into the implementation of those moves.
Most likely it has to be made through trigger boxes placed around ledges, that check which part of the player is colliding with it, aswell as the momentum of the player and/or if he's falling/going upwards.
Wednesday, February 10, 2010
Controller scheme and movement flow chart (WIP)
Here's some work in progress of the controller scheme for the game. The graphical layout is pretty terrible at the moment, but that's really not what matters. Is the flow chart possible to decipher, and could you provide suggestions to improve the readability of it?
There's some stuff missing, and there's nothing in the flow chart (as of yet) that mentions ledging at all, among other things. As you might've noticed, it mimics Mirror's Edge fairly well, with some minor differences such as the dodge roll, wall sliding and the not present ledging.
These are intended to use up stamina to work flawlessly, and will have a weaker state for when it's about to run out. Chaining and doing the best moves use up less stamina, while failing will exhaust the player earlier. This might not work out at all in practice, but it's something I hope we can test.
There's some stuff missing, and there's nothing in the flow chart (as of yet) that mentions ledging at all, among other things. As you might've noticed, it mimics Mirror's Edge fairly well, with some minor differences such as the dodge roll, wall sliding and the not present ledging.
These are intended to use up stamina to work flawlessly, and will have a weaker state for when it's about to run out. Chaining and doing the best moves use up less stamina, while failing will exhaust the player earlier. This might not work out at all in practice, but it's something I hope we can test.
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