FAQ Search
Memberlist Usergroups
Profile
  Forum Statistics Register
 Log in to check your private messages
Log in to check your private messages
Moonpod Homepage Starscape Information Mr. Robot Information Free Game Downloads Starscape Highscore Table
Great gameplay, but has some issues.
Post new topic   Reply to topic    Discussion Pod Forum Index -> Starscape View previous topic :: View next topic  
 Author
Message
Lurkily



Joined: 13 May 2011
Posts: 2



PostPosted: Fri May 13, 2011 11:43 pm    Post subject: Great gameplay, but has some issues. Reply with quote

I like this game a lot . . . but it has some issues that prevent gameplay from being what it could be.

The UI seems to be optimized for a keyboard. This is 2011 folks, if you don't want to make the mouse the main control interface, at least give it the attention it deserves. Using the mouse feels like pulling teeth.

For instance: when handling components on a ship, I can't click and drag a missile from one slot to another. Instead of that one step I seem to have to click modify, then click the slot, then click again to access the menu, then click store it, then click add, then click the second slot, then select the component category, then select the component.

The behavior of the gravity beam. When you run out of cargo space, this is a pain. If you pull in a swarm of crystals at once, but run out of room, suddenly you're bombarded by a shower of crystals that are all shattered and ruined, because your beam doesn't function. I also can no longer pick up equipment, or slow asteroids

Instead of cutting off the beam, why not have it halt crystals (like it does asteroids) when you're out of storage? This way your beam is still functional, and when you run out of space, you automatically halt crystals that would otherwise destroy themselves against your hull.

The last major issue (that I've run into so far) is the charge-up weapons. Sure, they have an alternate fire, the charge. Except it's not alternate, it's primary. You only maintain rapid fire for two shots, if you hold the button down, before you begin to charge. Otherwise, you have to keep pounding at the keyboard.

Weapons with alternate fire modes need alternate fire buttons, or at least the OPTTION of using an alternate fire button, so that the primary fire can be used without interruption.

Lastly, a lesser issue I have, is bad gamepad support. Yes, there's full support for a gamepad. But you provide game pad controls that are built for a keyboard. A DPad isn't made for rotational manuevers. A DPad is specifically designed so that you have a full 360 degree directional range WITHOUT having to tap left right left left oops, too far, back right a little.

When I push the DPad south, plus ten degrees, I expect my ship to swing around to point south, plus ten degrees. It's what DPads were designed for, what games using DPads train gamers to expect, and having DPad support for a top-down game without it is just frustrating.

With all that being said . . . . . . I'm still having a ton of fun, despite some minor frustrations. Still, seeing a patch for these things would really improve things, eliminate a lot of frustration from the game. Everything's more fun when things are intuitive, work well, and when your tools (like the gravity beam,) don't actively sabotage you.
Back to top
View user's profile
Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4107
Location: Sheffield, UK



PostPosted: Sat May 14, 2011 8:12 am    Post subject: Reply with quote

Thanks for the feedback and I'm glad you're enjoying it. You're right that the UI and the whole game were never meant for mouse. The thinking behind that was the flight controls are optimised for keyboard. Therefore, all the rest of the UI should work via keyboard so you weren't swapping from keys to mouse to keys. It had some logic to it at the time Smile Later people rightly asked to operate the UI with the mouse, but by then it really needed a complete reworking, the mouse implementation was compromised. I really should try and do something about that.

Having to bang away on the fire button is an intentional design decision that's meant to make it feel more physical, more visceral, more in touch with the death you're dealing out. Smile I figured that having separate keys for charge up and allowing autofire would mean there were too many keys to remember and it would lose some of that physicality.

It's the same old story with gamepad support, it was never meant to have it, but people asked for it. I implemented it in a way that matched key control, but that isn't a natural fit for a game pad.

Ideal mouse control - ship faces mouse pointer at all times, ship movement is controlled by WASD. Left mouse fire, middle mouse tractor, right mouse missile. That setup would be fluid and feel right (like geometry wars), the ship would react much faster as it would be a lot easier to track targets. Only problem is it would feel quite different to key control and the altered handling would probably affect the difficulty.

Ideal game pad control - left stick moves the ship, right stick changes aim. Similar to ideal mouse control and has the same ramifications for difficulty.

In an ideal world, when using keyboard it would work as it does now, when using mouse or gamepad it would work as above. The game's difficulty and general setup would also alter to match how the ships flight characteristics would change.

I think you may be right about the gravity beam though, it's meant to add an extra element of skill, you have to anticipate when to stop, but maybe that's going too far.

Interesting food for thought, thanks for posting.
Back to top
View user's profile Visit poster's website
Lurkily



Joined: 13 May 2011
Posts: 2



PostPosted: Sat May 14, 2011 7:07 pm    Post subject: Reply with quote

Poo Bear wrote:
I figured that having separate keys for charge up and allowing autofire would mean there were too many keys to remember and it would lose some of that physicality.
Starscape honestly has a very simple layout. One hand movement, one hand fire control. With only four buttons for fire control, you've got less to worry about than most 3-D shooters, even when you only count the basic selection of use, pitch/yaw, weapon selection, weapon firing.

Quote:
Ideal mouse control

Ideal game pad control
I disagree with these ideas of what would be ideal. This mouse control may be ideal in a generic sense, for maximum control and precision, and your gamepad control may be ideal for same, but it would be misplaced in this game, I believe. It would actually grant your player new abilities that he didn't have in the keyboard layout. It would also be very, very, very generic -- something that Starscape is not.

The engines are fixed, the weapons are fixed. Keeping the ship facing the mouse would be a nice design, but in my opinion thrust would have to remain forward and backwards only. With the gamepad, same idea - simply use a direction pad to swing the ship into the direction you press on a pad. At the very least, tune rotation to the distance you swing the DPad.

There's no need to turn Starscape into something it's not. I'm not saying the control needs to be DIFFERENT - I'm just saying that there's a capacity for precision that the keyboard doesn't have.

Quote:
I think you may be right about the gravity beam though, it's meant to add an extra element of skill, you have to anticipate when to stop, but maybe that's going too far.
At least don't disable it. I've lost equipment to a firefight and had asteroids hit my station because I didn't have a gravity beam to collect equipment or stop 'roids with, even though those don't impact your storage limitations. (At least, I think collecting equipment doesn't . . . )

Also, stopping objects isn't instant. When the beam cuts off in front of you, there's still a danger of collisions.


One last suggestion. If you want to present these high-freedom control layouts to players without sacrificing the keyboard experience . . . maybe you should allow these control modes to be unlocked by completing the game?
Back to top
View user's profile
D1398342003



Joined: 16 Oct 2006
Posts: 16



PostPosted: Sat Sep 17, 2011 4:47 am    Post subject: Reply with quote

Well, it's been a few months, but this forum is pretty slow. So what the heck.

First, Lurkily, you are describing a thumbstick, not a D-pad, which at best offers 8 directions. That minor semantic detail aside, using the stick in 'point and go' mode will require two extra buttons, one for forward and one for reverse, as you need to steer without moving sometimes.

Using the mouse has a few issues. The mouse can be moved very quickly, so there will either be movement lag, as the ship catches up, or you will have instant 180s, allowing for otherwise impossible maneuvers.

I like and hate how the gravy beam turns off. I don't think that the mineral issue is a big one though, as the unlimited danger zones are pretty easy to mine in an emergency.

Collecting equipment doesn't add to your limits, but when you are full you won't be able to get more.
Back to top
View user's profile
Display posts from previous:   
Post new topic   Reply to topic    Discussion Pod Forum Index -> Starscape All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group