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Thorsten t.kerkhoff

Shouldn't the look directions be on the right stick?

We use the left stick already for movement...
  • Nathan Lovato replied

    You can try and see for yourself. We support both in the open source project, and the game is just more complicated with two sticks instead of one.

  • V
    Rémi Verschelde replied

    Yeah I also wondered about this. I do think that having both movement and manual rotation on the same stick is a bit confusing, especially as we later implement automatic camera rotation to follow player movement (so if you also have manual camera rotation on top, it's as if you always pressed both D and Right on keyboard, the auto-rotation is added to the manual rotation).

    The open source project does seem to have settled on only using the right stick for look directions now (at least I didn't see an option to configure it otherwise, aside from changing the InputMap of course). If that's the recommended approach, I'd suggest adding a text note below this video to let users know, as there's no real discussion about it in the video (which makes it look like it was overlooked more than a conscious decision to use the same input for two different actions - move and look).

  • Nathan Lovato replied

    It was intentional. The project supports both using one or two sticks if I recall correctly, there was a boolean somewhere to toggle between the two.

    Control-wise, mapping the camera to the character's move direction allows you to control the character and the camera + use the right-side buttons on a controller (hook, jump, the two most essential moves in this game) without having to ever leave those buttons.

    If we map the camera to the right stick, the problem you encounter is you either control the camera or you can jump, so you can't adjust it as you jump or use other buttons. Making it so you'll mostly use the camera when standing still, breaking the game's flow. An idea with this project was to have a gameplay and level design where you don't stop if you can chain hooks well.

    Now, as you can see from this project, it's not a finished game and so we haven't had the necessary testing from players to pick a definitive control scheme. But either could work.

    For a game that uses a similar control scheme, check FlintHook. The left stick controls the character's move and aim directions at the same time.

    Don't hesitate to ask questions about things like these. I think we do a better job of explaining those things in the tutorials in more recent courses; we only got game design questions and questions sparingly in general. We also generally had few students earlier last year. And that's what we use to improve new tutorials.