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Control scheme ideas #1

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Werbel opened this issue Mar 5, 2017 · 10 comments
Open

Control scheme ideas #1

Werbel opened this issue Mar 5, 2017 · 10 comments

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@Werbel
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Werbel commented Mar 5, 2017

Hi there to all the readers from around the world!

I'd like to propose few ideas for control schemes:

  1. As now, use ThumbSwipe to what direction you would end teleport on, but use HMD rotation instead of Room rotation.

I feel that this is the best for gameplay and best way to keep away from hanging yourself on a wire. The idea used by Developer is great and since we don't have wireless setups we will end up fighting with that wire. Also its nice to change rotation after teleport since its useful in many many situations.

  1. As above but use Trackpad_Quadrant to determine on which of 90* rotation we end on.

Also haptics should be turned on while we select teleport place with an arc. Vive has a sound speaker in trackpad so that would add a lot to immersion, as vibrations are better received by a thumb.

  1. No rotational movement, so we don't change rotation after a teleport.

  2. Ability to have any control scheme on one hand and Swipe_Horizontal to change rotation 90* right/left. And a combination of no rotational movement and this.

  3. Movement following left hand direction - if you are turned around forward, will take you in the right direction. Where your left-hand points is where you will head towards.

(src: https://forums.oculus.com/community/discussion/50243/roborecall-locomotion-mod-v1/p5 by tonsta31 - this is also best mod for movement for now probably.)

  1. Grip Hold Options - it's hard to keep up with gripping all time that side buttons on the controller...
    Best system for it IMHO would be to have a sticky grip option which makes us grab an object with one click and then release it and still hold an object. To throw it squeeze again and as you release - it's thrown.

I'm going to play more and think about it, but the first solution feels like it's best for me.

Hope it's useful and can be discussed further, best wishes!

@CrossVR
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CrossVR commented Mar 5, 2017

Welcome @Werbel. Here's my feedback:

  1. Rather than having to apply the HMD rotation, I think we'd get the desired effect if we just don't apply any rotations at all.

  2. I have no strong feelings on this, just experiment on whatever feels right, maybe add an option to the menu to switch between different teleportation schemes.

  3. The game already uses the touchpad haptics while teleporting.

  4. See 2.

  5. See 2.

  6. How do other games handle both gripping and shooting? Is it always a sticky grip? We have complete freedom here, so we don't have to limit ourselves to the existing control scheme.

@Werbel
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Werbel commented Mar 5, 2017

  1. It's not the same effect, as rotating around is very useful for combos and managing wire. I don't want to turn around all-time at max speed and get tangled easily, that's why rotation is needed for casual use.

  2. I have not seen anything working exactly like that, but that would fit RoboRecall, as we hold guns for longer periods.
    Raw Data for instance has it as an option since the beginning (but we dont throw there as much). SuperHot are easier to keep up on that because we don't hold weapons for really long time etc.

It's something i feel much pain from and it's where my playtime ends - just can't squeeze controllers more. It must be easier on Rift.

@CrossVR
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CrossVR commented Mar 6, 2017

@Werbel By the way, Revive also has a sticky grip option if you're not aware yet. It's just not enabled by default because some games can't handle it.

@CarrotSurvivor
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CarrotSurvivor commented Mar 6, 2017

this game requires constantly throwing your pistol and robots and weapons.... dont use a sticky grip please the gameplay isnt designed for that

@CrossVR
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CrossVR commented Apr 6, 2017

I will try and implement functionality to have the grip on weapons be sticky. But only on weapons, anything else will still be the normal grip.

I'll probably go with the hybrid approach, where the grip will only be sticky if you release the grip shortly after taking hold of the weapon.

@CrossVR
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CrossVR commented Apr 7, 2017

Hybrid grip support is implemented in commit 8821373.

Unfortunately so far I haven't been able to limit it to weapons. However the hybrid grip window is so small (200ms) I don't think anyone will accidentally activate the toggle when trying to throw stuff.

@frank707
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frank707 commented Apr 7, 2017

Nice looking forward to this and the changes for controller angles. Hate to be that guy, but is there an ETA on when new release will be added? :)

@CrossVR
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CrossVR commented Apr 7, 2017

Somewhere around this weekend. I'm currently in the testing stages. I noticed the 200ms window might just be a little bit too short where I sometimes still throw my gun away. I'm considering making it configurable, probably using the same Revive setting, but that would make 500ms the default.

@unkellsam
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Excellent, just picked this game up and the gun angle and sticky grip were the two things I came here to complain about. Glad to hear they are already in the works!

@unkellsam
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^ that and the menu button not working.

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