Hacker News new | ask | show | jobs
by dhardenb 2323 days ago
Hi!

Yes, you are correct. In fact, this has been something I have gone back on forth on myself.

I do actually have an “on board computer” That sits between what the player tried to do and what the ship actually does.

For example, the on board computer will only allow the pilot to fire the rotational thrusters to a certain max angular momentum.

I’ve also experimented with having the on board computer automatically stop rotation by firing the opposite rotational thruster for the pilot automatically.

The thing is, it was a pain because whatever we that degree turn was was never just right.

So, when you tried to fire at another ship you would often rotate a little too much or a little not enough.

Having it the way it is now we’re the pilot has to manually control angular velocity gives the. More precise control.

So that is why that is the way it currently is. But, many people have had the same feedback...

What I am thinking about doing is having a control on the HUD where pilots can choose manual versus automatic and also set the amount of predefined degree of rotation they want when in automatic.

I think that might be the best of all worlds?

1 comments

My issue is just "I'm not going to spend the time to figure this out." I know how to use vim, I know how to drive a manual transmission car, I learned those things, it is possible.

But if you ask me to apply even a fraction of the effort spent learning vim or stick shift to learning a lo-fi space shooter, my question is "why" and my answer is "no thanks." It's not that it's impossible, it's that the juice is not worth the squeeze, at least for me.

That's fair and I appreciate the feedback.

I admit that the controls are not intuitive for somebody who has never played the game.

I do enjoy the controls and find that they make the game very challenging but I do understand that it will drive away many potential players.

I think that the "why" will eventually be that there will be a lot more content. My long term visual is to grow the game into more than a simple shooter. I eventually plan to have larger ships with more components to control.

I hope that as the game progresses the content will justify more of a learning curve. For example, many people have taken the time to learn Dwarf Fortress because it is an awesome game with tons of content.

But I'm a long, long way from that.

So, to your point, I may need to make the controls more intuitive until the content justifies a larger learning curve.

Thanks for the feedback,

Dave