![]() ![]() When/Why should you think about redundancy in controls?.Player literacy matter (for example are you using the same lay out than other games? or do the player must relearn everything?) as much as player proficiency (how hard it is to pull up move?). The main issue is how frequent and critical one action is needed in a particular context, those must be easily accessible, shooting have move to trigger in console FPS because you can aim and fire at the same time, while faceplate button mean you have to stop aiming, secondary action can be pushed to more complex control scheme. context (all of the above change based on the current game context, for example object you interact with AND/OR current game mode like dialogue sequence) sequence or combo (action change base on history of press, released, charge, tap etc. pause (action is taken after a duration after button has been pressed ) menu (open a menu for selecting action) mode shift (one button press change or toggle function of other button) combination (multiple button at the same time) charge (action after sometime holding the press) release (action at the release of the button) Many good suggestion, I'll just add a high level overview:Ĭontrol AND interface tend to be grouped in three category: head (assessing information, camera), hand (interaction with the world), feet (navigation or selection). One should always provide the option for customization, however. I'd imagine that the more similar your game is in other ways to popular games, the more "necessary" it is to have a common control scheme. I believed Dragon Age Inquisition did this on controller. Additionally, the menu (which is frequently the Start button or Select in the west) is occasionally triangle, or the top buttonĪS far as running out of buttons is concerned, in that case one can make combo presses, such as holding down a bumper then using the face buttons. Something worth mentioning - while in the Western world something like A (or the bottom button) is typically used to "confirm" an action, in Japan it's actually a different button (I believe it's the right button). The 360 controller has very bulbous face buttons, while the Dualshock's are much lower profile, and probably easier to use. Of course some of this is dependent on the controller as well. Say, X for quick weapon attacks and Y for heavy attacks. B's not too far behind, and then you have Y (top), which might be used for a less frequent action. So A and X naturally lend themselves to actions the user performs frequently and with some precision. Your thumb will cover both A and X relatively easily, but good luck doing that with A and B. Additionally, in some case you'll have combination presses like A + X. It probably varies some, but I've found X to be easier to use consistently. Then you have X (left middle) and B (right middle)(I don't remember the PS symbols). Such as Assassin's Creed's parkour movements. For instance, on a controller the A (Xbox) or X (PS) button is the easiest "face" button to reach, so that might be for commands the user is expected to make use of frequently. Remapping can help to accomplish certain tricks easier (see Tips for the long-term traveler, Zen jump, Faceplant Jump (FPJ)).As far as deciding the initial button mapping - I'd imagine that's based on accessibility. See Hints for the regularly travelling Wayfarer: Remapping controller. Accessibility Settings on PlayStation 4.In-game options or an external program on PC.To begin experiments with pause button, try using the screensaver-sitting in the slide level. ![]() It's also a forced sitting and used for tricks. Start/ Touchpad/ Options/ P will start the screensaver, moving right (camera) stick or pressing start again will bring you back to normal view. ![]() Since it doesn't start the screensaver, it could be considered the "faster" sitting. Select/ Share/ Enter will make you sit down and meditate. Options and start buttons do more than you think There are settings for camera: OFF (standard), X, Y and X+Y (both inverted). PC version: Enter the menu -> options -> controls. You have to press it several times to circle through the options (only camera inverted, only control, both). PlayStation: Press Start/Touchpad, options, then press select. Right stick or motion if stick is not used Right stick or SIXAXIS motion if stick is not used The standard settings for iOS version are the same as PlayStation/PC and depend on the connected MFI controller See: How to connect a controller to your iPhone or iPad.
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