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Improving Xbox-Controls

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Post  Faceless Wed Feb 27, 2013 7:20 pm

Hey there.

I just wanted to give you a general feedback on your demo version of Ring Runner. I've played it several times now.

First of all..I love it. It's great especially considering learning most of the techniques from scratch.. and I know it's pretty difficult to get into serious game-making without any knowledge beforehand.
I really hope you're not taking my critique the wrong way, and I bet you already considered it, but I think the Xbox-Controller controls would definitly profit from using the right stick at least as an option for aiming seperatly from moving with the left one.
That way, like in many "twin stick shooters" you could speed up the game make it more accessible and give it a little more depth in regards of "easy to learn, difficult to master".
The other thing I noticed were the menu controls. Although I'm guessing this may be due to it's alpha-development stage..while controlling the options menu with the Xbox-Controller it was a little hard to tell which graphical option ( for example ) was chosen. A little highlighting to indicate "there, you're regulating nebula effect quality right now" would make it much less "confusing".
I'll gladly give you more feedback once the official demo version is out. Until then, keep up the great work and I'll keep my money ready to throw it at you once your dream-game is completed ( although I'm guessing this will happen even sooner via pre-ordering it ).

Later

Faceless

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Post  Paul Dryere Wed Feb 27, 2013 8:27 pm

Hi and welcome to the forums! cheers

We have indeed considered "twin-stick" controls. We concluded early in development that ultimately the game would have richer gameplay without them. At this point, the movement scheme of the game is far too ingrained to be able to change without a massive amount of work.
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Post  Aratex Thu Feb 28, 2013 4:55 am

Twin-stick control would change the game's flight control so drasticly to a point that it wouldn't even feel like Ring Runner anymore.

The control scheme as it is now rewards skillful pilots heavily which is pretty important at a competitive level. Simply because it widens the skill gap between skilled players and new players.
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Post  ECDryere Mon Mar 04, 2013 8:28 pm

We really appreciate your feedback and support! Very Happy There is actually a way to build a ship that plays similarly to this, but it requires careful customization, which unfortunately means that it won't increase the ease of entry for pilots that are experienced with this control scheme, such as yourself!

As my brother mentioned, this is something we carefully considered. Our decision not to incorporate twin-stick controls wasn't to make the game harder, but rather to make the high end game play a bit more predictable. Even the quickest of pilots won't be able to abruptly apply thrust in a different direction without using a special ability. These abilities eat into the other capacities of the ship and can be countered more reliably than free movement. This also means that our net code prediction will have an easier time smoothing an enemy's movement when latency isn't optimal. So although this control scheme may feel a bit unfamiliar to experts coming in from other games, it will eventually make for reliably fun game play! And trust me, it'll become really natural after a few sessions. Wink
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Post  EvilNinjadude Mon Mar 04, 2013 10:53 pm

ECDryere wrote: And trust me, it'll become really natural after a few sessions. Wink
This man speaks the truth. It's either that or I've become a wizard with the control scheme.

I use a mouse and keyboard, sue me.
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Post  Faceless Wed Mar 06, 2013 3:10 pm

Thank you for answering.
Considering the game-design elements behind your decision it really does seem like the better choice ^^
At first I found it just a little disturbing not being able to aim seperatly from moving..but it definitly is more and more fun with each playthrough of the demo. So my "concers" have vanished ; )

Congratulations on your NGB success by the way. Although you did not win I'm sure the participation itself ( let alone the high ranking ) will have many positive effects...

Keep up the great work

Faceless

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Post  Paul Dryere Wed Mar 06, 2013 4:35 pm

Thanks for the feedback and kind words. Smile
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