Movement
wouldntsavezion
Member Posts: 11
As someone mentioned in the announcement thread, the joystick movement doesn't work well at all. I guess some people might like it, but I've played a while now already and I can tell you that I would be happier without anything at all. Tapping the ground to move and objects to interact works much better and is much more intuitive.
Please add an option to disable it, plus remove the new interaction button that takes precious UI space.
Please add an option to disable it, plus remove the new interaction button that takes precious UI space.
4
Comments
Overall, I'm very impressed with how the interface has been translated for stylus/finger.
However, as far as I can see, swiping the screen has a random result from the following list:
Am I missing something? Is there any information on how to use the joystick? It's very annoying when the joystick moves the player (with potentially fatal consequences) when trying to move the camera.
Also, is it possible to change the camera pitch? In Windows, holding the mouse wheel while moving the mouse allows both pitch and direction to be changed smoothly. Any equivalent in the Android version?
While we're on the subject, is there any way to enable WASD?
This is also a reason why i'd prefer to disable it, sometimes, when there's enemies in the right part of the screen for example, I want to control the camera with my left thumb, and tap on then using my right.
At the moment I need to do both with my right thumb while the other hand stays completely uninvolved.
This is all really good feedback, we really appreciate you all giving your thoughts on this matter!
To clarify, the joystick will effectively appear anywhere on the left half of the monitor if clicked into the game world (I.E. it is overridden by other windows). The right half the screen is all camera controls (Once again, unless overrided by other windows).
In regards to camera pitch, what sort of controls could you envision using? At the moment, we're aiming for a streamline camera control via the vertical "pinch / expand" controls. This was for a few technical reasons, but also to make it easier for users to get a more useful camera angle.
Also, how is the joystick supposed to work?
I personally can't go into the details, as I didn't implement the system, but effectively the joystick determines a "center" of the joystick based on where your finger / thumb lands. If the thumb moves before the timer triggers to raise the "right click" context menu, then it converts to a joystick. The point that a joystick can be created can only exist on the left half of the screen.
Once the joystick is up, the origin point on the screen you were pressing on is now the neutral or "no motion" point of the joystick, with standard joystick controls circling around as normal.
Were those the details you were looking for? Or something more specific?
when i touched the joystick to move i literally shot across the screen and not in the direction i wanted to go.
you know what we really need rather than neverwinter nights for android though?
a redone dungeonhack, using full procedural generation (it ran off of random generation previously as well) and real graphics, a dungeohack as sharp of a "enhanced edition" as shadowgate is (i hope you looked at that, you will love it if you do).
THAT i would be willing to buy on day 1.
the original was 23 MB?!?!
think you could do it in under 250 MB? (would be easy) (completely redone in Kotlin or java and converted to kotlin, meaning using NO original assets, all new..
mobile games should be small, most tablets aren't the best in size and power (i am fortunate to have a tab a 8", and that wasn't enough really for NWN EE.
procedurally generated games are growing in numbers, most forget Dungeonhack was a grandfather in that sphere of gaming, we want Dungeonhack. (single player with 1 character and multiplayer with party capabilities).
digging our own graves deeper and deeper as we delve, he who dies deepest wins..
yes I love Rouge. Many do and don't know it, show em why.. they may have missed dungeonhack..
but you would have to change the interface, do away with the EOB interface and put the BG/IWD interface in its place.
would probably take you no more than 3 weeks to do from start to finish, quick easy money, could even price it at a reasonable rate as it isn't alot of work (2.99 or so, possibly more depending on the artwork and all).
Btw, tapping works fine but rotating the camera is hit and miss.
Might be nice to have an invisible strip somewhere to do it.
Thanks guys
Still hoping for an option to disable it, as it's just an accident waiting to happen (at least in the hands of an old duffer like me).
When a lot is happening in an area, it can be very hard to see unless you can change the camera pitch independent of the camera angle.