I like how snappy and responsive the controls feel. I think the deadzone on the thumbstick might be a bit too small, though. At one point my character looked like she was sliding across ice very slowly, but it was just my thumbstick moving her very, very slightly.
I walked, I wandered, and I committed suicide. I noticed that the character would vibrate up and down every other frame occasionally. I had no problems with my controller. Looks neat I guess, hope to see some game next time.
Runes and Ruins is very clearly an early prototype. Using a Dualshock 4 controller gave strange results, with buttons mismatching your controller at the top right of the screen. The game always thought the right stick was being pushed up and left, and the triggers were needed to somewhat stabilize it. When I swapped to an Xbox One controller the dead zones on the sticks were non-existent, and the camera wanted to rotate slowly, even when the right stick was seemingly dead center.
Comments
I like how snappy and responsive the controls feel. I think the deadzone on the thumbstick might be a bit too small, though. At one point my character looked like she was sliding across ice very slowly, but it was just my thumbstick moving her very, very slightly.
The deadzone will, of course, be adjustable somewhere in the future. I hope those problems will be fixed then. Thanks for the reply.
I walked, I wandered, and I committed suicide. I noticed that the character would vibrate up and down every other frame occasionally. I had no problems with my controller. Looks neat I guess, hope to see some game next time.
Thanks for the feedback. I noticed the vibrating too, will be fixed for the next build.
my sexbox controller worked perfectly
extreme gmi energy
please keep the test area in all future demos and even in the final release because test areas like this are so sovlful
im feeling a light 8 to a strong 7 on this one
Just for you I will leave the debugarea in the final game :3. See you in 3 years or so, lol
Runes and Ruins is very clearly an early prototype. Using a Dualshock 4 controller gave strange results, with buttons mismatching your controller at the top right of the screen. The game always thought the right stick was being pushed up and left, and the triggers were needed to somewhat stabilize it. When I swapped to an Xbox One controller the dead zones on the sticks were non-existent, and the camera wanted to rotate slowly, even when the right stick was seemingly dead center.
Thanks for the feedback. Eventually I will need to revamp my Controller-Handler. Cheers