Posted October 04, 2016
Azrapse: Yes. I might need to play with the "planetary camera" settings. The planets are spheres, but I guess, the closer they are to the edges of the field of view, the less circular they look.
I added a really slow rotation to the clouds layer and to the moons, so during the course of a mission you can see some moonset and moonrise. All these settings could be also randomized and seeded by a hash of the mission name or something.
I think I will next work on letting the user remap their input method, and make the frigate properly shoot and move. Also, replace the frigate's XWAU model with something else. Once this is done, we would be ready for a first dev-test release that you all could download and play.
f3if3i: Remapping joystick buttons make sense, but I would keep the default X-Wing series keyboard mappings, since the commands are already ingrained in our brain. I would say this is not of high priority. I added a really slow rotation to the clouds layer and to the moons, so during the course of a mission you can see some moonset and moonrise. All these settings could be also randomized and seeded by a hash of the mission name or something.
I think I will next work on letting the user remap their input method, and make the frigate properly shoot and move. Also, replace the frigate's XWAU model with something else. Once this is done, we would be ready for a first dev-test release that you all could download and play.
So, for example, for assigning the right shoulder button to the "Target closest enemy", there must be a "Target closest enemy" input event, that by default I would bind to the R key, but the player can provide an alternate input method to trigger it, like the gamepad shoulder button.
Not only that, I need to also map all the possible axes that would make sense in the game.
For example, in original X-Wing, you rolled your ship by pressing the "Target Ship In Front" button, and moving the joystick left or right. It makes sense today, though, that a player would like to remap the "roll" axis to a physical axis in his gamepad or joystick, or whatever they have.
Another usual request is to be able to map the throttle controls to an analog axis. So instead of having to use key bindings for 0%, 33%, 66%, 100%, +1% and -1%, as it was in the original (with \, [, ], Backspace, NumPad, + and NumPad -), they could use, instead, their throttle slider, if they have one in their hardware.
As you say, most of us would be perfectly happy with the default key bindings, and even with the simple, two axes, directional control, and a couple of buttons for firing and targeting the ship in front/rolling.
However, this game is (relatively) quite popular internationally.
Most key bindings made sense for a keyboard with US layout. But they made absolutely no sense in any other international layout.
For example, the throttle keybindings that I listed above all fall conveniently close to each other on the US keyboard layout. But if you use, for example, a Spanish layout keyboard, the \ is to the far left, and you need to press also the AltGr key modifier to get it, and the [ and ] keys are on the upper numeric keys and also need to hold the AltGr key modifier to get them.
On a german keyboard it is just slightly better, but you still need to hold AltGr to get most of the keys.
Have a look at the attached image for a visual representation of what I am saying.
It would be great to be able to improve the input for those without an US keyboard, and as I said, I will have to do it anyway if we are going to support gamepads or joysticks.