• sp3ctr4l@lemmy.dbzer0.com
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    1 day ago

    I kind of don’t understand joy clicks as inputs.

    Hey kids, wanna fuck up your sticks and cause drift?

    Try clicking them! A lot! All the time!

    Along side motions that also require a precise but variable angle on the stick, that’s even better for your controller!

    Now, I like the idea of configurable button sets based on which joycon is being touched, i make control configs for my Deck that do shit with that all the time.

    But clicking them?

    Just no.

    At least over with a Deck, we have track pads for that, you can do basically anything with em, use em as a mouse or joy input, map them 4 way or 8 way as more buttons, turn them into a custom menu, just make each one into one big button…

    But also, when it comes to running… its an analog stick.

    The whole point of an analog stick is… it gets a variable/range strength of 2d inputs.

    Its not a dpad with something glued on top of it anymore.

    Just make full stick run, semi stick walk, barely any stick just lazily slow creep, or amble.

    Or, make a quick double up tap stick transfer you into run mode, which eases off when you pass some threshold near 0.

    … there are so many better ways to do ‘make character run’ than ‘jam the stick into itself.’

    • TachyonTele@piefed.social
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      21 hours ago

      Preach, brother! You said it perfectly

      Also,

      Just make full stick run, semi stick walk, barely any stick just lazily slow creep, or amble.

      This is pretty much how Nintendo did it in Mario 64. Which is probably the most influencal game for how to move in 3D. It seems devs have forgotten the lessons in that game.

      • sp3ctr4l@lemmy.dbzer0.com
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        20 hours ago

        Like, one way of emulating this on a mouse and keyboard is what … at least the older Splinter Cell games did, on PC.

        WASD for move, but the mouse wheel scroll moves you gradually up or down a speed gradient, your UI has a little bar, I think, that goes either up or down or left or right, to indicate what speed you’re dialed in to.

        I have always been confused as to why basically no other PC games do this, especially sneaky games and tactical shooters, nope, they’re all a bunch of state transitions.

        Just make it so you can also have button binds that jump between sprint and walk or w/e, 20 and 80 out of 100…


        I think… Intruder is like one other PC game that does something like this?

        And also adds in a kind of funny ‘balance’ mechanic, where it calcs the width of the surface you are standing/moving on, if the width is too small and your movement or rotational velocity is too high, you have a greater chance of … basically, you make a basketball court sneaker screech sound, and then insta ragdoll, and either trip or fall off what you’re standing on.

        Its pretty fucking funny, especially in a small team v team shooter, but it is also designed to basically solve a problem with a lot of brush based shooter maps, which is that there will be some absurd, 5 cm wide ledge that a player can use to obtain a ludicrous postion.

        So… this just embraces that and says sure buddy, you can try lol.

        It is extremely funny to watch someone try to sprint along a railing and try to then jump to a chandelier or somethjng, only to cause a large squeek sound when they hit they jump button, do half a jump and then ragdoll collapse down the balcony.


        Anyway, double tap WASD to either start a sprint or do an evasive dodge or something like that, that I’ve seen in PC games as well, though again, its fairly uncommon…

        It really sucks imo, that basically the most fundamental components of most video games, how does the player move through the world… its just like an afterthought these days, no, what we need is either a very basic, simplified standard, or some half busted third person schema that mainly exists to show off all our very fancy graphics stretched over extremely simplistic gameplay.

        Blargh.