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In this lecture by Paul Taylor, part of the CSE3AGT series, key insights into the user interface design for Silent Hill 5 (Homecoming) are discussed. Jason Allen, the lead designer, recounts a crucial decision made during development regarding the support for inverted aim versus camera control settings. He highlights the oversight of omitting the inverted camera option, as neither the team nor testers had preferences for it. Additionally, the talk dives into Xinput specifics, including handling dead zones and generating accurate movement for an enhanced gaming experience.
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CSE3AGT Lecture 5 2010 Paul Taylor
User Interface Design The Art of Game Design
Silent Hill 5 (Homecoming) From Jason Allen (Lead Designer) …” We made a decision during development to support invert aim and not invert camera. Unfortunately none of the team nor any of our test group actually had a preference for playing with an inverted camera, so the issue of its omission never came up.”… http://72.14.235.132/search?q=cache:ylhQ9HOmPg4J:gamesblog.ugo.com/index.php/gamesblog/more/silent_hill_homecomings_jason_allen_on_inverted_aim/+silent+hill+5+no+camera+invert&cd=3&hl=en&ct=clnk&gl=au&client=firefox-a
BITMASKS • #define XINPUT_GAMEPAD_DPAD_UP 0x00000001 • #define XINPUT_GAMEPAD_DPAD_DOWN 0x00000002 • In Binary: • The & Operator state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP This is true only when both have a matching value:
Not Quite, but Similar • How do we generate this? • Correct the movement offset? • Preserve the Movement Range?
Xinput.h has you back! XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849 XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689 XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30