Game controller issues …

Control issues persisting with 3d rudder & leap motion for fine motorskills in gaming.

Primary issue is learning the controls.

Learning controls as well as instinctive keyboard mashing with no fine controls.

Example … when playing a tense game & surprised you naturally seize up slightly as you beginning frantically tapping the required keys – that reaction will in a system like 3d rudder will just send your character/vehicle spinning in place, breaking immersion & killing any fun as you die without control of the game.

Learning seems to be impeded without (traditionally) physical feedback or resistance to allow the user to feel via the legs (3drudder) or in the hands for the leapmotion.  Both controllers are currently in the gimmick stage unless a user commits serious time to unlearning their normal keyboard controls and learning new reflexive motions.

To explain this more fully …

Several scenarios exist for movement.  Each requiring their own set of motions to satisfy the in game movement controls.

  • Micro adjustments
    • At rest doing fine controls
      • turning
      • advancing incrementally – like inching forward or back
  • Dealing with rate of change increase or decrease
    • mid range speeds if the game as them
      • toggle speed modes walk/run/scope up
      • throttle style speeds based on percent of pushing control

Solutions to the training issue?

On the physical side, we

Leap motion or other body scanning-style or non-physical controllers

  • I’ve taken to using a large hard surface mouse pad/plate to hold the leap motion controller, with taped down lines of where the sensitivity boundaries are
    • this requires a player to look down at the desk occasionally
    • the leapmotion plate be within peripheral vision with the arm be farther forward & strains nature body posture, can’t do it long without being
    • both options break game immersion experience
  • Visual
    • Overlays of the game
      • Gamewave provides out of bounds feedback in it’s app
      • perhaps copying this into an existing gaming program with an overlay
        • mumble uses overwolf, ts3
        • windows 8 & 10 have built in overlay in windowed mode for xbox – must have a UI hook I could build for
    • if not done right this could break immersion too
    • 2nd screen on computer running visual feedback
  • Vibrating haptic feed back on the hand / wrist / arm
    • any smart watch with blue tooth can sync an app
      • sense boundaries setup by devices on desk
        • nfc?
        • lower level protocol?
  • Sound feedback
    • low grade tones
    • voice assistant
      • Halo type voice
      • i18n implementation to setup voice mapping
      • voiceattack style bindings
    • Directly interferes with game sound, hard break in immersion

3D Rudder

  • Physical feedback
    • A foam pad to add resistance?
      • Maybe two levels of resistance
  • gyros already exist
    • figure out an overlay option like in the visual section of the Leap Motion
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