My controller
that I will be building will be compatible with the game Superflight. A game where
you play has a man who has a wingsuit. The game has super simple mechanics, but
it uses them very well. There is no real objective but to glide through the never-ending
land of spires, valleys, tunnels, and pits, throughout a beautiful land that is
out of this world. The controller is inspired not from a wingsuit like the game but
from a traditional glider. There are not many controls for the game itself.
They are W, A, S, D, and that is all. The Circuit Playground Express will be
attached in the middle of a long pole. The user will grab the two opposite sides
of the pole and hole it horizontally. The code will utilize the Accelerometer
in the Circuit Playground Express. With a downward motion of the hand,
the controller
will press W, and an Upward motion will cause it to press S. The same objective
with the right and left, or D, and A, but I do not want to make it to the same degree
as the S and W. I would like it to be less and try to make the experience a bit
less jarring to someone in In real life.
Does my Pseudo code look logical?
Is there anything I could add to positively increase user
experience?
Pseudo Code
//Variables
//Keyboard mapping
//loop
//Rolling the bar to the Right or left will control A and D
//increasing or decreasing the pitch of the bar will control
W and S.
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