4 ms·
a prompt training the game controls could be quite simple... "PRESS THE KEY YOU EXPECT TO BE UP" step 2: "PRESS THE KEY YOU USE FOR FIRE"
by ErikRogneby 12y ago
a prompt training the game controls could be quite simple... "PRESS THE KEY YOU EXPECT TO BE UP" step 2: "PRESS THE KEY YOU USE FOR FIRE"
- duskwuff 12y agoI've seen some FPSes get the player's preferred control mappings in a really subtle, cool way: ask the player to perform some actions very early in the game (often as part of a "training" sequence), and configure the controls however necessary to make the user's input correct. For instance, in Portal 2, to check whether the player wants inverted controls: http://youtu.be/niE5oiRs7pY?t=45s http://youtu.be/niE5oiRs7pY?t=45s
- scrollaway 12y agoThat does sound clever but I don't understand your example; in this case, would moving the mouse either way go the intended direction?
- wingerlang 12y agoIt makes more sense for consoles / controllers. Although I am sure /someone/ uses inverted mouse controls. It could be disabled in the PC version also.
- DaFranker 12y agoInverted Y (vertical axis, i.e. up/down view) is a very popular setting for simulation games and FPS games on PC. It's popular enough that games with >100k players will get bad press and >20 forum complaints (even when the forum is hard to find!) over it, and many more than this will simply not play/buy the game. In other genres / types of games, especially where you don't control exclusively one character / vehicle from a fixed first/third person viewpoint, it is drastically less common.
- JonnieCache 12y agoI'm guessing whichever direction your move the mouse, the game looks in the correct direction for you to obey the instructions, and that mapping is then persisted.