Debate Magazine

Star Citizen - Unifying the Control System - Screen Relative Push Pulling

Posted on the 20 January 2018 by Freeplanet @CUST0D1AN
supposedly, Star Citizen is 'doing things that other games don't do' but...

Star Citizen - unifying the control system - screen relative push pulling

seriously? and this is just for one mode of movement


They have a clunky interface written by a database designer.
They have a problem with doors.
They have multiple control mappings per vehicle you're in, personal or space.

One of the things I felt was very important (when I was in the games industry) was UNIFY THE CONTROL SYSTEM.
Screen Relative:
in first person or in third person, it's possible to use a screen-relative mouse move method for movement left-right and up-down. Roll will be the only dual-key addition in either mode. How does this help us with 'doors'? Everything should be screen-relative such that the Coordinate Transition i.e. from local to global across time t, can be hidden more cleverly.
Mouse scroll:
the game aleady uses mouse scroll for the forward/reverse thrust of a Player character through the game world. It works very well. So, why is this not applied to the ship/vehicles you drive/use?
YOUR HEADSET or PROJECTED VIEW OF THE 'VERSE should be how you interact with it i.e. embed all the necessary data into the objects of the screen, make choices from the screen i.e. not from some fucking clunky screen or starmap or overlay.
AND GIVE YOUR SHIP some conversational A.I. so it can feel PART OF YOUR FUCKING TEAM.

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