Definitely a game made for the pc, but simple enough that I believe it could transfer to a controller well. Blorf View Profile View Posts. Hi everyone, here is an older thread about this that I retrieved. It is a decent read for why the controller support was tried but didn't get added because of how our ship engines thrust works. We changed the control scheme for spaz 2 so this will no longer be a problem. Ishbane View Profile View Posts.
Originally posted by USHiRi curator gamereviewer :. Originally posted by Zefirth :. Per page: 15 30 Date Posted: 28 Mar, am.
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Dein Profil. Deine Benachrichtigungen. Last edited by Zeropoint ; 18 Feb, pm. It's not harsh at all. They can add holiday stuff, bounty hunters, arenas, and kitchen sinks to the game but it means nothing to me if I can't enjoy it.
This game would be the best twin stick shooter ever if only it was a twin stick aware game. It's not like I'm the only one who requested this feature either Unfortunately it's a rather big thing for me. I recently tried playing this again after the news about SPAZ2. I figured that the gamepad patch must have come down the pipe by now since almost two years had passed. It's still the most frustratingly annoying thing to play with a mouse and keyboard.
It's not my intention to put anyone in the "irresponsible devs" category. It is my intention to air my grievances in this public forum. Minmax may actually read it, so props go to them for actually caring. It's as simple as that. I wanted to enjoy it. I really really did. I also think that with the Steam Machines on the horizon that a twin stick enabled SPAZ1 would be a wonderful thing to have from a sales point of view Ok, I totally get your preference to play with a gamepad.
I personally don't think SPAZ 1 would work well with the way the movement and aiming was designed, but theoretically I do love using gamepad and this would be VERY cool that way. I also think it would be somewhat difficult to add gamepad support with the way it's designed though. I don't know enough to be anywhere near sure on that, but the way your mouse is the targeting reticle and where that reticle is determines which way is forward, etc..
That said, I still don't blame you for wishing it was there. I just don't see how it's a grievance, rather than just a question or a request. Your post completely sounded like you felt cheated and were promised something that wasn't delivered. Which isn't true. If I misunderstood, my bad. Hopefully they'll see this and give you some kind of response about it. Can I ask.. Blorf View Profile View Posts. First of all, sorry for the disappointment about the gamepad.
We did try to make it work, but due to how the flight mechanics in SPAZ work, it wasn't going to end well so we aborted. Now to let you know how hard we tried, we actually had our Steam contact request gamepad support. So beyond the large number of fans who wanted gamepad support there was also our Steam contact who pays us and gives us sales and promotions wanting it. So yeah we tried Each Steam contact handles hundreds and hundreds of games, so being noticed is a good thing.
As for the control issue. There are numerous threads on the finer points of why game gamepad wouldn't work for classic screen relative twinstick, but it all comes down to my weird decision to make the thrusters unequal. Twin stick shooters are screen relative as well. With twin stick controls, were I to be rotated at say 45 degrees, how would I move?
So as you tracked a target by rotating, your thrust would vary wildly frustrating. Beyond that we had 4 engine types which all behaved differently. Then the option becomes how about we just map WASD to the stick, and that sooort of works with XPadder for example, but is so foreign to what people would expect picking the thing up that we opted not to do it to prevent frustrating people even more.
The final ideas would be to simply throw out the flight system all together, but that would alienate the people already playing. Or we could have two flight systems The twin stick people would be able to do things the AI couldn't.
So in the end we explained ourselves and tried to learn from our mistakes. What we learned: SPAZ 1 controls alienate people and are weird. Screen relative is more natural. You should be able to fly and shoot without looking at your ship. Have gamepad support from day 1 in development We try to be very open in our development process and we are super iterative at MinMax.
Things get tried fail and thrown out each day. This is a big reason why we could not have a kickstarter. What we would have shown in a kickstarter would look nothing like SPAZ 2 of today and everyone would be furious.
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