Game 1: Minecraft
https://classic.minecraft.net/?join=DAuqqkaPLwfXJ0xL
We picked Minecraft because it is one of, if not, the most popular games in the world.
In Classic Minecraft, the controls are:
- WASD/Arrow Keys - Move
- MOUSE - Camera
- LMB - Break / Place Block
- RMB - Toggle LMB
- Space - Jump
- Mouse Scroll Wheel - Navigate Hotbar
In Modern Minecraft, there are more controls and a whole inventory:
- LMB - Attack / Break Block
- RMB - Place Block / Interact / Use Item
- CTRL - Sprint
- SHIFT - Crouch
- Q - Drop Items
- 1-9 - Navigate Hotbar
and a lot more intricate controls...
There's some odd choices when it comes to both control schemes. Using the RMB to toggle what the LMB does isn't a common thing, you'd usually have one button do one thing and the other do another thing. Having Shift as Crouch & Control as Sprint is the opposite of the standard seen in most games: Shift = Sprint & Ctrl = Crouch. Also having to double click control and double click jump in order to do some actions is a little unnatural, creating a new input for these actions would make it easier.
Translating some of these controls to a new controller is weird but some fit well. Using the dial to navigate the hotbar would feel natural. Separating the classic version of the LMB into two buttons instead of a button and a toggle make the controls better. And turning any action that requires a double click into its own button could help some players who struggle to double click.
Questions
Seeing as though Minecraft is a game with a lot of controls, which controls are the most important for a simple playthrough? Are the Classic controls ideal?
Would the essential controls of Minecraft translate well into a controller? And if so, would the game still be fun if it is?
Sketches
Game 2: Happy Wheels
https://totaljerkface.com/happy_wheels.tjf?level_id=562820
We picked Happy Wheels because it is a simple flash game we used to play in our childhoods.
The basic controls are:
- Up Arrow - Move Forward
- Down Arrow - Move Backwards
- Left/Right Arrows - Lean
- Z - Eject
There are also some controls that are unique depending on which character you pick:
- Shift
- Control
- Space
Because the game is 2D, having the up and down arrow for moving forward and back is a bit awkward. A controller where you can interact with a switch/button in the direction that you are moving would feel more natural.
Using a dial or switch for moving forwards/backwards or leaning is more realistic to the vehicle theme of the game. Using a switch could be similar to shifting a car from park to drive or reverse to park. Turning a dial is similar to the leaning motion that the characters make. Having the eject button be something interesting like screaming loudly for the sound sensor makes the experience a lot more interactive.
Questions
Should we base the controller on an individual character, or on the general gameplay as a whole?
Would the game be more fun or frustrating on an alternative controller?
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