Some general notes ( I will upgrade this thread in a more proper way later on.)
1.
Some games have problems recognizing the menu and mouse switching doesn't work properly because of specific script interferences.
When pressing one modifier button the other should be disabled for some game play reasons.
(In the Beta u can press and hold multiple modifier buttons and this is not supposed to happen.
Because it change their planned function-reasons for some uncontrollable disadvantages). I'll put a more proper example for "crysis 1"later on. (maybe this can be fixed separately by scripting)
2.
Mouse look and Free look modes doesn't work together. They collide because of the gamers natural control movement.
Ratcheting doesn't work properly in free look mode either. (only for mouse mode)
for instance when repositioning the controller in a more comfortable way.
It doesn't reset the position of the controller
1 and 2
So maybe the motion creator engine should count every button presses for calculating the right situation based mouse or grid modes. ( not all buttons but for some modifier buttons ) With this method, there will be no interference between some script elements. So there must be some game analyzing mode which access the expected modes for specific game play reasons.
A screen resolution identifier is helpful , for scaling and fitting the grids or button-icon tracking.
This can be separately done in the software. (asking the players screen resolution)
With this information
button and mouse tracking should have an awareness zone or area.
Now the system can count the actions depending what the player does in those zones.
Some games have a hot key and independent icon button on screen for the same action. (open a menu for wand mode)
The software should recognize it as the same thing, for not interfering each other.
(toggle it on or off)
Its like redesigning the whole control scheme for not interrupting the game experience.
Another example:
Because mouse look and free look isn't working "together properly"
I think its also be helpful to have "go to the last pixel function" while ratcheting in the free look mode or similar.
I am no programmer or mathematician. I really don't know.
3.
The velocity gestures are too sensitive. (even on 1500)
The problem is they does not orient themselves independently like a wii remote does or a nun chuck .
They calculate there position expecting to be parallel each other. (this often isn't the case when gaming,
Accidentally, this triggers the velocity gestures )



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