Video Game Physics, Controls and Rules
#1
Posted 17 June 2013 - 11:11 AM
#2
Posted 17 June 2013 - 11:34 AM
Controls
Delayed controls are fine, as long as you build the system around them. For instance, you have to have very low randomness in the system. If controls take a half-second to respond, then you should be able to exactly predict how everything moves about a full second ahead. You couldn't use ZC walker style enemies, for instance, because they can randomly decide to change direction and mess you up.
Same thing with grid movement or whatever. It's fine, as long as you don't go designing levels like the player can move diagonally.
Basically, difficult controls can work, but only if you actually plan the game around them. Changing the control scheme just a little can drastically change gameplay, so it's not really a question of what makes a good control scheme, but whether this specific control scheme fits well with the rest of the game.
Physics
I don't see any problem with weird physics. If it makes the game fun, that's fine. ![]()
Rules
I don't mind long sequences where you aren't allowed to make a mistake as long as there's an easy mode or a practice mode or something. Basically, anything that lets you get better at the later portions without having to go through the whole beginning again. Like, once you reach a level, it opens it up in the practice menu. Then once you've mastered the new level, you can go back through the whole game again and reach the next.
But that sort of game is kind of its own genre, so I can see how some people might not like it.
#3
Posted 17 June 2013 - 11:48 AM
Controls
They need to be easy to memorize. I don't like it when there are so many keys that I have to look in the manual to find out how to do something.
Delayed movement sounds like a good idea, but of course, like grayswandir said, only if the game is designed around this. Grid movement works great for tile-based puzzle games or something like that in my opinion, but there is noting wrong with being able to move freely.
Physics
I like it when the physics are realistic, even more than realistic graphics. But actually it depends on the game, because some games for example don't play well with realistic physics.
Rules
Being able to save whenever I want is a must. Auto saving is even better!
Like controls, the rules need to be easy to memorize and they have to be easy to find out. This is what tutorials are for. Some games would be pretty bad if they had no tutorial. Lot's of old games just don't tell you the rules, you have to find out yourself :O
#4
Posted 17 June 2013 - 12:34 PM
Delayed controls... probably the single most horrendous thing in Fable II. Other then that the game is pretty good. (Screen smear when running is a little annoying, but not too bad)
#5
Posted 17 June 2013 - 12:42 PM
Like controls, the rules need to be easy to memorize and they have to be easy to find out.
I particularly like this article on the subject.
#6
Posted 17 June 2013 - 04:32 PM
I particularly like this article on the subject.
That was a good read, and it does make sense. Responsive controls should be the ultimate goal when developing the engine anyway, as people have to playtest the game. It amazes me that stuff like that isn't caught during the testing phases....it's like they didn't test the games at all....Hmmm.
Edited by Koh, 17 June 2013 - 04:35 PM.
#7
Posted 17 June 2013 - 07:24 PM

But yeah, I definitely think controls are an important aspect of the game. A good control system usually is the difference between a very difficult game and an unfair game.
- Koh likes this
#8
Posted 17 June 2013 - 09:45 PM
Forgive my spelling errors if they appear, I am using an android phone right now because my iPhone is not working and I have no idea how this bkoody thing works.
Controls: Let's just say the old Resident Evil games is not who you want to learn from.
Physics: It shoukd make sense.
Rules: Make it as fun, intuitive, and surorising as you can. Offer up as much creativity as you possibly can, and simply know what will make people click more buttons for your game than any other game out there. Because chances are, if they aren't holding their controller and playing your game, chances are they don't like your game.
#9
Posted 17 June 2013 - 11:46 PM
But yeah, I definitely think controls are an important aspect of the game. A good control system usually is the difference between a very difficult game and an unfair game.
That annoyed me, but I found a pretty good work around to the issue. Tap the Dash key while lined up with it and you'll stop sliding!
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