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Re: flying with even less realism :)

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: flying with even less realism :)
From: William Squires <wsquires at satx dot rr dot com>
Date: Sat, 2 Oct 2004 07:06:59 -0500
Cc:
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <a05300b0abd8214f20e56 at [10 dot 10 dot 13 dot 6]>
Well, you just love opening big cans of worms, now, don't you? :)

On Sep 30, 2004, at 2:54 PM, Joseph J. Strout wrote:
[snip]

And this made me think of the now-common third-person games which make up probably 70% of video games these days. In these, you control a character on the screen -- but your control is more suggestive than direct. I point my guy in the general direction of the other guy and press the "punch" button, and my guy does some sort of hand technique. Exactly what depends on a lot of factors I probably don't understand fully, including what other buttons I pushed previously (i.e. combos), the distance to the opponent, etc. Good players learn the rules & combos and have better control over what their character is doing, but even novice players can mash the buttons and make him do something exciting. You don't have to worry about every step, nor control every joint, as you would if it were written like a flight simulator.

Not to mention, CPRGs like Diablo II, Neverwinter Nights, and Dungeon Siege (although DII:LOD still is - in many ways - my all-time favorite.) In these, you generally point to the target and click. If your target is a location on the ground, you move to that location. If it's a character you can talk to, you initiate a dialog (or perhaps, the 'shopkeeper' mode where you can buy sh*t). And if it's an enemy, you fight it using whatever weapon(s) you have readied.

So, can we apply the same principles to a fly-and-shoot game? Here are some ideas:

1. Like the original Star Wars game (or Armageddon or House of the Dead etc.), you should be able to just point at something with the mouse, and click the button to shoot at it.

Definitely workable as long as the screen isn't too cluttered with enemies...

2. When your attention is elsewhere, your ship should continue to fly in more or less the direction it's pointed, but automatically avoid crashing into things. This includes careening around all those weird protrusions that large spaceships seem to have, or safely navigating a narrow chasm, or whatever.

Yeah, I like that little bit about weird protrusions. What is it with ship designers these days, anyway? The only (captial) ships that don't have much surface detail are the MonCal (Mon Calamari MC80) cruisers (Star Wars), and many of the ships in Star Trek with the obvious exception of the StarFleet runabouts, the Reliant-class vessels, the original Enterprise (NX 01), and most of the Klingon designs.

3. You should be able to indicate where you want the ship to go. How exactly you do this, I'm not sure. Some ideas:

3a. Use a different set of inputs to pitch, yaw, and roll. This could be the keyboard, or on a game pad, maybe use the D-pad.


I've actually thought about this in real terms. What if you had a control device something like a big mouse ball (about the size of a tennis ball, or a bit smaller) that - instead of having the positional sensors external to it, as in today's mice or trackballs - have the positional sensors inside the ball, using a gyroscopic stabilization system similar to the human ear, and powered by EM induction, with feedback modulated by the control electronics inside the 'ball' that are then sensed by the drive coils of the EM induction system, and fed back to the flight computer. When you weren't using it, you would just put it down. A weight inside would bring the 'ball' to a neutral - fly-level- orientation. When you need it, you just pick it up. Rolling your wrists forward and back would initiate pitch control; side-to-side for yaw, and around the long axis of your arm for roll. Moving the ball towards or away from the body would control thrust. Another option with the same control system would be based on positional control via 3D triangulation from sensors on-board the ship. You just move the ball around in 3D space, and the positional sensors, combined with the gyroscopic feedback from the ball, would cause the flight computer to cause your ship to react as if the ball was the ship. i.e. you move the ball slowly to the left and up, and the ship will bank to port and nose up. If you move the ball rapidly down, the ship will nose down, and execute a full thrust, and if you pull the ball rapidly back towards your body, the flight computer will interpret this as the 'take evasive action' command! Holding the ball steady would simply cause the ship to continue flying at the current heading with the current thrust level. You could even squeeze the ball to fire (primary) weapons! A double-squeeze (sort of the equivalent of a mouse double-click) would fire secondary weapons systems (if any were armed, and had ammo.) This is certainly theoretically possible with today's technology, but would be quite expensive.

1) Positional sensors/triangulation - definitely doable. Triangulation is well understood, and positional sensors could be ultrasonic transducers mounted in the ship's hull.

2) Gyroscopic systems - also doable, but probably the most expensive part of the system. Also, they would have to be shock-protected against the G-forces exerted by the user in whipping the ball around.

3) EM induction - certainly. Some rechargeable shavers from Norelco use this. Also, the "storm-scope"s in some aircraft use positional induction coils to sense lightning strikes and display them on a radar-like screen (I believe B.F. Goodrich manufactures/sells such a device, and I know my Dad's plane has one.) So certainly, it would be possible for the 'ball' to modulate such a signal, and for receiving coils to detect the modulation. The big questions about this are:

  a) how much power would it require, and
  b) could the power modulation electronics fit inside the ball, and
  c) how heavy would the ball be after we stuff all this B.S. inside?

The alternative is to use the EM induction only for powering/recharging the on-board batteries, and use RF to provide the signal feedback (much like today's wireless keyboards and mice). And you wouldn't dare use regular non-rechargeable batteries in this application; that last thing you need is for your ball to die in the middle of a 10-ship firefight! (Can you say, "Game Over"? Or how about, "laser-riddled corpse floating through space"? :) )

3b. Point at something with your cursor, and press a different button to mark it as the destination. If this is something that moves, like an enemy ship, then your ship will automatically attempt to follow it. If it's something like a gap in a structure, your ship will fly through it (turning itself sideways if necessary to fit, etc.).

See the above discussion about Diablo II, et al. Although I do have a concern. What if the passage is too narrow for the ship to fit? At what distance should the ship realize it has to execute an evasive maneuver to avoid going splat?

3c. Copy the original Star Wars, where the ship mostly follows a predetermined path but also follows your cursor somewhat.

Of these, I think I rather like 3b, but perhaps you have a better idea?

4. There should be an "Evade" button which, when pressed, causes your ship to throw itself through some crazy aerobatics in order to avoid getting hit by whatever's coming at it.

Or just do what all great star ship captains have done since time immemorial (or at least since the original Star Trek), and just tell the helmsman, "evasive maneuver delta gamma!" or some such.) This might even work under OS X with voice recognition turned on... Although I don't think the Enterprise main computer is running OS X though... Which probably accounts for why they mysteriously fail near dangerous phenomena... like - oh, say - black holes, spacetime distortions, angry Klingons, etc...

5. You should also have a throttle -- handy when you're following another ship, so you can either attempt to overtake it, or (if it's your squadron leader) match speeds with it.

Or if it's your refueling tanker... Don't wanna crash into that now, do we? >>Boom!<<

What do y'all think?  Sound practical?  Sound like fun?

Cheers,
- Joe

--
REAL World 2005 - The REALbasic User Conference
March 23-25, 2005, Austin, Texas
<http://www.realsoftware.com/realworld>
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William H Squires Jr
wsquires at satx dot rr dot com dot nospam <- remove the .nospam

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