6th January 2006, 10:38 AM
That sucks Krull is so hard to find. :/
I'm getting a new pooter soon where i'll be able to get stuff off my old hard drive, until then we're both screwed out of Hornerness.
And yeah, Val Kilmer is a pretty, pretty man. Unless... you speak of when the Brownies fell in love with one another, but that was the result of love dust from which
BREAK IT DOWN!!!!!!!!!!!!!!
FIND THE BABY!!!!!!!!!!!!!!!!!
Sorry DJ, I misread. There was a neat little mouse that basically gave various degrees of torque while dragging but never really caught on. With what you're talking about, was it a self contained device? Did it use gyroscopes to give the feeling of resistance in 3-D space? Post some links on it so we can read up.
Obviously it would be done in a way that's cheap and affortable for consumers. It's quite possible we could be looking at $50+ controllers though. IMO the ceiling for such a controller should never go beyond the 70 to 80 dollar range. That's the same price point of larger 'real' force feedback controllers for PC.
I imagine that when you play a game, the controller will be recieving information from the Rev (or the sensor underneath the TV) to include information of a dead zone. But the gyroid would always be spinning from the moment you turn it on but wouldn't be trying to counter your movements.
So the controller will basically continue to push and pull until you get it in to the dead zone or area of least resistance. Once you're there, moving outside that area would generate the feeling of pushing and pulling by creating higher speeds and angles of the gyro the further you move away from the dead zone.
Now imagine that the Rev can tell the controller that the dead zone is changing. For example you're playing Zelda which is kind of first person and you have the bow equipped, th Revcon will act like the string of the bow; so in the game you will see that holding the revcon where Link's hand is not pulling the string at all but is still grasping it, will give the feeling of no resistance. As you pull back the revcon will slowly gain spin faster at a grading angle that will give you the feeling of resistance - go too far back and the resistance will be so great that the arrow will misfire or the string will break.
Now imagine you're using the master sword, the dead zone becomes straight down or straight up (to run while carrying the sword), any movement outside these two zones will act like the weight of the sword. The faster you strike the sword in any direction, the more force you will feel as the enertia of the sword is displaced through movement. Now let's say you swung your sword and hit a bad guy. For that instance, where you hit him becomes a new dead zone so there's no resistance at all, giving you the feeling of striking something heavy against an object where it can rest. When your sword is taken off the object, it returns back to the two original dead zones.
But let's say after you swung on the enemy, you went for a killing blow, shoving the sword through it. Now it becomes a dead zone just like last time but now the resistance of getting the sword out of the enemy's body will fight your movements as you try to work it out.
Now, i have no idea how this is going to work in a Mario game. If you look at Mario Sunshine you can imagine the revcon simply acting like a virtual Mario, you would feel all the forces of gravity and weight in the revcon as Mario bounces around. The faster you move, the more weight is displaced. But it would be neat if it handled like his body, holding it straight up at a standing position, then tilting the front end forward to make him start running, the more you tilt forward, the faster he runs, the more resistance you feel in trying to turn.
As far as FPS games, just imagine playing any game with an automatic weapon, you aim the gun (slight resistance to give the illusion of weight from the gun) and you fire off your rounds, as you're firing the revcon is moving the dead zone higher and higher making it want to move upwards while you fight for it stay on your target. Firing a semi-auto like a handgun would be easier, you aim and fire and the dead zone would jump to the highest point for a split second. Meaning that when you fire, the revcon will lunge upwards for a second at its highest point of resistance just like the recoil of a gun.
You would have to hold the controller like a real gun, right hand on trigger pushing forward, left hand in front of right pulling back, this will keep your gun steady as it tries to fly off during combat. As you become more skilled at controlling the recoil you can start using one hand to fire
God i seriously hope those Nintendo quotes are true.
I'm getting a new pooter soon where i'll be able to get stuff off my old hard drive, until then we're both screwed out of Hornerness.
And yeah, Val Kilmer is a pretty, pretty man. Unless... you speak of when the Brownies fell in love with one another, but that was the result of love dust from which
BREAK IT DOWN!!!!!!!!!!!!!!
FIND THE BABY!!!!!!!!!!!!!!!!!
Sorry DJ, I misread. There was a neat little mouse that basically gave various degrees of torque while dragging but never really caught on. With what you're talking about, was it a self contained device? Did it use gyroscopes to give the feeling of resistance in 3-D space? Post some links on it so we can read up.
Obviously it would be done in a way that's cheap and affortable for consumers. It's quite possible we could be looking at $50+ controllers though. IMO the ceiling for such a controller should never go beyond the 70 to 80 dollar range. That's the same price point of larger 'real' force feedback controllers for PC.
I imagine that when you play a game, the controller will be recieving information from the Rev (or the sensor underneath the TV) to include information of a dead zone. But the gyroid would always be spinning from the moment you turn it on but wouldn't be trying to counter your movements.
So the controller will basically continue to push and pull until you get it in to the dead zone or area of least resistance. Once you're there, moving outside that area would generate the feeling of pushing and pulling by creating higher speeds and angles of the gyro the further you move away from the dead zone.
Now imagine that the Rev can tell the controller that the dead zone is changing. For example you're playing Zelda which is kind of first person and you have the bow equipped, th Revcon will act like the string of the bow; so in the game you will see that holding the revcon where Link's hand is not pulling the string at all but is still grasping it, will give the feeling of no resistance. As you pull back the revcon will slowly gain spin faster at a grading angle that will give you the feeling of resistance - go too far back and the resistance will be so great that the arrow will misfire or the string will break.
Now imagine you're using the master sword, the dead zone becomes straight down or straight up (to run while carrying the sword), any movement outside these two zones will act like the weight of the sword. The faster you strike the sword in any direction, the more force you will feel as the enertia of the sword is displaced through movement. Now let's say you swung your sword and hit a bad guy. For that instance, where you hit him becomes a new dead zone so there's no resistance at all, giving you the feeling of striking something heavy against an object where it can rest. When your sword is taken off the object, it returns back to the two original dead zones.
But let's say after you swung on the enemy, you went for a killing blow, shoving the sword through it. Now it becomes a dead zone just like last time but now the resistance of getting the sword out of the enemy's body will fight your movements as you try to work it out.
Now, i have no idea how this is going to work in a Mario game. If you look at Mario Sunshine you can imagine the revcon simply acting like a virtual Mario, you would feel all the forces of gravity and weight in the revcon as Mario bounces around. The faster you move, the more weight is displaced. But it would be neat if it handled like his body, holding it straight up at a standing position, then tilting the front end forward to make him start running, the more you tilt forward, the faster he runs, the more resistance you feel in trying to turn.
As far as FPS games, just imagine playing any game with an automatic weapon, you aim the gun (slight resistance to give the illusion of weight from the gun) and you fire off your rounds, as you're firing the revcon is moving the dead zone higher and higher making it want to move upwards while you fight for it stay on your target. Firing a semi-auto like a handgun would be easier, you aim and fire and the dead zone would jump to the highest point for a split second. Meaning that when you fire, the revcon will lunge upwards for a second at its highest point of resistance just like the recoil of a gun.
You would have to hold the controller like a real gun, right hand on trigger pushing forward, left hand in front of right pulling back, this will keep your gun steady as it tries to fly off during combat. As you become more skilled at controlling the recoil you can start using one hand to fire
God i seriously hope those Nintendo quotes are true.