Wednesday, April 18, 2007

Interface issues

Hey guys!

Have been trying out the prototype Donny uploaded (using my Xbox 360 controller), and i've realised that there's some issues.

1. I don't know if its just me... but using both analog sticks to walk (forward / backward, turning) was rather awkward for me. But maybe its cos i don't play that many console games requiring this kind of mechanic (however can we assume that our target audience is familiar with this control scheme? hmm)

2. I realised that i could capture both the plane-crashing-into-building AND man-jumping-off-church in the same picture if i took it from the front. So that might be an issue in terms of layout (which i know isn't finalised yet).

3. For some strange reason i ended up pressing the LB when wanting to go into the gallery (and it meant i deleted everything in there by accident). Still not sure why that happened though.

4. Its damn tiring to hold down the camera view all the time (but that's the intention isn't it, so that can't hold it down forever)

5. That centering of the camera really needs to be done if its possible. I realise that after moving (and using right analog to set direction) it affects position in camera view (which would probably explain why i ended up looking at the sky so much). It really made my life difficult.

6. I'm wondering if there's a possibility of using left analog to do all walking-related actions outside camera mode... i.e. instead of using right analog to set direction, use left to move in the direction on the pad. but like i said earlier, maybe its cos i'm not used to the controls.

6a. IF the left analog dealt with all movement related stuff in non-camera mode, then could it be such that the right analog button will be like the equivalent of mouselook while left analog when pushed forwards and backwards would move the player in the respective directions? in this case there would be no left-right movement in camera mode (since that's handled by the right analog).

Don't know if any of the stuff i said makes sense. But i know for sure that in my first few tests of the game, i felt that it was more a case of navigating the interface than playing the game.

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