Mindvampire: Yep, no strafing. It is not neccessary in X-Wing, however it would be a nice option to have it added. Of course that would require a rebalance of gameplay in terms of shield face management.
Even without strafing a dual stick layout makes sense.
Example:
Left Stick: Roll - X Axis, Thrust - Y Axis
Right Stick: Yaw - X Axis, Pitch - Y Axis
In that case the Rotation Z Axes are unused.
Another possible setup if the cockpits will be 3D Cockpits:
Left Stick: 2 DOF Freelook (X and Rot-Z Axes) + Zoom (Y Axis)
Right Stick: 3 DOF Flight Movement (Yaw, Pitch, Roll) + Throttle on Hat Up/Dn
But, what about this : http : // www . 3dconnexion . com / products / spacemouse / spacenavigator . html
And to make sure you get my standing right:
- I am a big fan of X-Wing since it was my first PC game. I also played X-Wing Alliance and liked it a lot due to the more immersive storytelling.
- I also played Wing Commander Privateer (the first one) for many months, so you can also consider me a fan.
- I skipped the Wing Commander 1 and 2 era completely and started playing Wing Commander from 3 to 5 and I never got warm with the flight model but I liked the immersive storytelling.
- Freelancer I would consider a kind of a casual game, where skill doesn't matter, if there wouldn't be the immersive storytelling.
- Today I am a big fan of Star Citizen (Arena Commander) and therefore I will never touch Freespace, I-War, Elite or X anymore although I played all of them for quite a time.
Even though the game X-Wing itself has no big storytelling other than a few cutscenes, I still like it very much, maybe because it's the first PC game I played.
Hi.
Supporting input devices isn't trivial, especially when we have Unity as the layer that provides the Input data to us. If Unity doesn't support a particular joystick, it will be complicated to support it in our project unless we bring out the wallet and acquire some expensive third party asset. Since this project isn't commercial, we are very wary of throwing too much money on it. It's more like a hobby.
I see you link all kind of esoteric input devices, like that tridimensional mouse. I don't know how that is supposed to be used, but I hope you understand if we focus our effort and time first on supporting a bit more down-to-earth devices.
About strafing, that is just a "verb" that doesn't exist in X-wing. Ships have no strafing ratings, and strafing would make it trivial to perform a straight on approach on capital ships and enemy fighters while avoiding incoming fire. For balance, we would need to allow the AI to also use strafing while dogfighting and attacking the player's ships. And then it ceases to be X-wing.
I am totally expecting everyone to come with totally complicated and convoluted input bindings. That is what the control setting panel is for. However I didn't expect anyone to suggest playing while holding two joysticks. Have you considered playing instead with a gamepad with dual sticks?
I am not totally sure I understand what you mean when you assign "Thrust" to the Y axis. There is no Thrust in X-wing. You cannot move forward and backwards. There is a Throttle axis, but that wouldn't work on the Y axis, since it would be going back to neutral (50%? throttle) every time you stop pushing that axis.
You say that mouse and keyboard is impractical for you because the mouse is absolute. I don't know how it works in Star Citizen (a game I have not tried), but in X-wing weapons aren't gimballed, unlike in Freelancer, or Elite Dangerous. You aren't going to hit anything unless the nose of your ship perfectly aims at the target lead. We will try to add a "Wing commander"-style mouse control scheme. But my early tests with that is not great. It awfully hard to hit anything when you don't have autoaim, gimballed weapons, or similar "easy modes" that didn't exist for X-wing.
Thanks for the link to the filter/scaler. We will consider it as optional filter besides point and bilinear/trilinear.
My personal opinion is that the 2D art in the cutscenes weren't hand drawn. Some of them were pixel art. Some of them were prerendered with raycasting. Some of them were scanned stills from the movies, retouched in, most likely, Deluxe Paint II. And finally some of them were indeed hand drawn and scanned.
I don't think any one single scaler is just right for all art in the cutscenes game. All these scalers make all pixelated art look like Yoshi's Island to me, that is not especially what I think on when playing some Star Wars game.