Post
Tue Feb 20, 2018 10:47 am
#61
Re: [Adam] Thursday, February 15, 2018
And then there is the cool stuff like controller + mouse
Personally, I strongly disagree. I find controller-based menus to be very cumbersome - especially with things that need the ability to have search fields, like Limit Theory will. Scrolling down through a massive list of things sorted in alphabetical order because you can't just hit search and type "Plasma Cannon" is not my idea of a good time.
Well, yes, but that's mostly because the direction of "up" matters very strongly in those games. In Freelancer, rolling made little difference in almost all situations, so it didn't really matter which way "up" was - all you needed was to be sure you were pointing in the appropriate direction, and the mouse was an excellent tool for that. How far the cursor was away from the center of the screen would affect your turning rate, giving you an experience similar to using a joystick, but without any menu difficulties: you were able to quickly switch from turning, to clicking HUD elements, and then back to turning. In addition, freelancer weapons were mildly turreted and would fire in the direction of your mouse (in 3d space of course), giving you more firing control than in a normal joystick-shooter. This particular selection of cases isn't very common for games, but it worked very well for Freelancer. I'm sure it'll work well for Limit Theory as well.
I do love seeing that warp node eye-candy again; prompted me to indulge in a little Update 21 nostalgic chill-out.Distant wrote: ↑Wed Feb 21, 2018 12:58 pmFinally, it's up
Video Dev Log Review: https://youtu.be/3pdUd2vbN0M
Hi Adam,
Adam, your wish list strongly reminds me of Rust
Programmers do make mistakes and cause crashes, perhaps even serious ones, but the argument is that the increase in productivity and reduction of friction when memory-safe mechanisms are absent more than make up for the time lost in tracking down errors, especially when good programmers tend to produce relatively few errors.
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