Controls are awkward on purpose - this is not a real-life simulation, it borrows its spirit from Surgeon Simulator 2013, amongst others. I believe that having simpler controls neglects the purpose of the game, which is to fly missle from point A to point B without crashing. A player can learn this control scheme fairly easily, but mastering it takes both time and precision - a sense of achievement is gained when you manage to consecutively hit the target square on.
i'm going to have the simley guys help me out here... (ready to go!)
perhaps you should use something other than a missile, if its not going to behave like one. (hint, hint!)
"Quite addictive until you get it right"
"Very hard to control surgeon"
This says to me that mastering the awkward controls is the the main draw of the game.
personally, mastering an obtuse interface (no offense) doesn't strike me as a fun game. but that's neither here nor there.
Each fin is controlled separatelly for the exact same reason. The backstory/explanation behind this is that this missle isn't military grade, but a kind of home-made-contraption-that-can-fly-somewhat. The player has to manually turn the fins in the opposite directions to achieve rotation.
i don't know, seems somewhat contrived...
I believe that I can somewhat sacrifice realism to achieve a sense of fun.
right now, its so unrealistic it interferes with suspension of disbelief. (bummer dude!)
maybe it'll be better one you get it turning in the correct directions. that's probably a lot of the problem, the rocket turns left, but the camera turns right, etc. trivial to fix actually, you just have a sign flipped. you're adding where you should be subtracting or vica versa. (yeah!) but it messes up gameplay all to hell. (oops!)
the fun should be in flying a rocket (BIG yeah!) , not overcoming difficult controls (GGGRRRR!). once they master the controls, whats left? (oh no!)
The HUD piece is too big?
I'd cut the size in half, put it up in a corner, and make it so you can toggle it on and off. then make sure the fins move the right way, and enough so the player can get good visual cues from them alone. they're not too bad right now as to how far they move.
I got cut off mid-post there for a minute...
Quit doesn't work simply because Unity3D does not support quitting from a WebPlayer
major fail there Unity!
Edited by Norman Barrows, 31 August 2013 - 12:53 PM.
"DirectX is like a belt fed machine gun, where every texture change is like hand loading in a new belt of ammo. worse, every mesh (vb) is a new belt of ammo, and a texture is like breaking the gun down, and setting it up again elsewhere, then loading it, then spraying triangles again. so you want to setup the gun once, string all your belts together, load it once, then just spray."
Rockland Software Productions
"Building PC games since 1988"