http://www.kickstarter.com/projects/moveablecode/incantor-ma...
Maybe you'd want a difference in heftiness of the controller, but a similar swinging/waving api?
121–130 of 188 posts
http://www.kickstarter.com/projects/moveablecode/incantor-ma...
Maybe you'd want a difference in heftiness of the controller, but a similar swinging/waving api?
Earlier quoted context omitted.
Next biggest problem is that, in reality, Medieval duels rarely lasted more than a minute before one side was fatally injured. Not nearly long enough for a video game.
I'm curious; do you have a source for this?
Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
I wonder if it is possible in some way with gyroscopes. Not going all the time, but spun up quickly, to provide counter resistance for a specific direction of rotation. You could spin up two, in opposite directions, to counter the torque from acceleration. Difficult to spin them up fast enough, but perhaps just the sensation of some resistance would be enough feedback.
Earlier quoted context omitted.
This is why I don't like games talking about how 'realistic' they will be. Firstly, because anything that runs on a standard computer will be far from reality anyway, and secondly because often users don't actually want reality (eg. most FPSs have far from realistic walking speeds - for good reason. Also stylised graphics etc.). That said, the concept of different styles of swordplay is great - and having more 'reali…
Surely any game where you can respawn even once is already extremely realistic. Would anyone want to play a war simulator FPS that starts with a cutscene of the Normandy landings and has a 50% chance of immediately being cut down by a machine gun whereupon the game quits and deletes itself off your hard drive?
I don't mind putting a bit of cash towards projects where those involved really don't have the resources to pull it off otherwise, but does Neal Stephenson really not have enough cash to bootstrap this himself?
There are tons of things I would like to do, that I could afford to do, but that I still won't do if I have to bear the whole financial risk myself. I'm sure that's true for a lot of people.
I don't mind putting a bit of cash towards projects where those involved really don't have the resources to pull it off otherwise, but does Neal Stephenson really not have enough cash to bootstrap this himself?
Stephenson is no doubt an extremely successful writer, but that doesn't confer the type of resources that being an extremely successful entrepreneur does. And game development doesn't come cheap either, especially not innovative game development.
These people already have the resources and industry support to do what they want to do (the exquisitely produced videos are themselves a testament to their resources!), but for some reason, they're asking the man on the street to carry a share of the financial risk in exchange for no share of the returns.
As interesting as the idea is, if you contribute to this Kickstarter you're a chump.
Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
It will also have to drastically downplay the importance of footwork. In a real swordfight, where to put your feet is nearly as important as where to put the sword.
Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
I wonder if it is possible in some way with gyroscopes. Not going all the time, but spun up quickly, to provide counter resistance for a specific direction of rotation. You could spin up two, in opposite directions, to counter the torque from acceleration. Difficult to spin them up fast enough, but perhaps just the sensation of some resistance would be enough feedback.
Earlier quoted context omitted.
Next biggest problem is that, in reality, Medieval duels rarely lasted more than a minute before one side was fatally injured. Not nearly long enough for a video game.
I'm curious; do you have a source for this?