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Brigador up armored edition controls
Brigador up armored edition controls













small tank doesn't have a turret light, and the big tank turret light is bright red and points further away. Right now the body and turret lights are too similar and it becomes a fat blur. One example: I think the mech lights need work. the UI could go a long way in helping the player "feel" the controls better. We've spent years working with the movement and controls, and for the game this is the best setup.Īt one point we had different colored lights for the uppers and lowers for vehicles, I'll look into possibly bringing that back.ĭevs - I don't think anyone in this thread is actually saying that you should change the controls. We've found it can take an hour or more for people unfamiliar with tank controls to adjust, so give it time. Originally posted by Boss Tweed:If we put in the hull pointer it will be an optional toggle in the settings menu.

#Brigador up armored edition controls how to#

Just gotta figure out how to make it not too distracting. It would let me know which way I'm facing in my peripheral vision so I can keep my eyes on what I'm doing. What kind of indicator are you guys planning to implement? Right now it's just a short spotlight which honestly doesn't help at all, but I do think a linear pointer similar to the targeting lasers would help a lot. I'm wondering how this can be addressed while maintaining your design decisions. In this game, I find myself having to regularly take my eyes off my target to figure out why I'm not going where I want to, it feels really disruptive. In a directional control game, I can guide my character with precision without having to look at it. I think one of the biggest issues is that in a game like this I'm not looking at my own character so much as I'm looking at where I'm shooting or at whatever's shooting at me. Half the time I attempt to turn left I end up just turning right three times, I struggle to walk in a straight line, I'm constantly getting stuck on the environment, etc. It definitely requires a much more careful and deliberate approach.īut it's just so damn unintuitive, especially being an isometric shooter. Resident Evil), I can appreciate your decision to stick with it due to certain gameplay mechanics such as weak points. While I'm obviously much more used to directional controls compared to tank controls (last tank control game I played was.

brigador up armored edition controls

And Rosy is right, using anit-grav vehicles might be easier for you so try them out. We're also going to add an indicator for vehicle facing to aid with that. If it's any comfort we found with testing that it's 1-2 hours for people to get comfortable with the controls generally, so don't be worried if it's taking you some time to get comfortable. So we removed it as an option because it boobietraps players. Mainly it's because orientation is so important to the game- there are damage modifiers based on your vehicle facing, and you lose control over that with an absolute control scheme rather than one relative to vehicle orientation. Basically you get an easier learning curve in exchange for lobotomizing your skill in the game. We experimented with that, and what we found is that while it's much easier to adapt to especially for players unfamiliar with tank controls, it severely limits what you're able to do with the vehicles.

brigador up armored edition controls

By direct control he mean pressing W to go up on the screen rather than forward relative to the vehicle's orientation.













Brigador up armored edition controls