Open fragmental opened 7 years ago
Furthermore, if it turns into a matter of preference it is possible the give the player access the these values in one form or another(like an actual slider or just a difficulty setting, etc.)
I don't really like testing the game in the editor, so I'm not the best person to test this.
@lightsoda @osse101 want to take a look?
You can test the changes with a build. The sliders are optional, for if you want to tweak the settings. I used them while playtesting so I could quickly modify things until they felt right.
On Apr 30, 2017 1:26 AM, "Cheeseness" notifications@github.com wrote:
I don't really like testing the game in the editor, so I'm not the best person to test this.
@lightsoda https://github.com/lightsoda @osse101 https://github.com/osse101 want to take a look?
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Confirming that the sliders, etc. are behaving as needed is an important part of reviewing whether or not changes are appropriate to merge or whether the PR needs more work.
-Gamepad sensitivity I didn't see any difference between (lower sens + higher paddle speed) vs (1 sen + low paddle speed), so I think you're right in keeping sensitivity at 1 here, and it is paddle speed to adjust. I did not notice reduced response time with lower sensitivity, other than lower paddle speed. The numbers you choose, feel too fast to me.
-sliders I was playing with paddle speed numbers and wanted to go below the range limit and the slider stopped me, so the number spread needs to be really opened up. Not sure how useful it would be.
@osse101 The min values are 70% of previous values for min velocity and paddle speed. 75% for max velocity. Max value of the ranges are the previous values. The default values are close to the middle of those ranges. Changing the range values is an easy change. What range would you suggest?
What controls are you testing with?
What values felt good, for you, for paddle speed, max velocity and min velocity during your testing? The risk of the lowering the values too far is that the game could feel too slow or less exciting. Additionally lowering paddle speed can give you better control but also reduce your ability to move quickly across the goal line, for quick saves.
I noticed that most of the time, when I first start playing it feels way too fast, but as I play longer I adjust. Having some sort of ramp up in speed would probably be ideal, but that's (probably?) a post AF consideration.
For now, I think we should just find a good default balance that feels satisfying to the broadest range of people who would play our game.
On Apr 30, 2017 3:41 AM, "Michael McKenzie" notifications@github.com wrote:
-Gamepad sensitivity I didn't see any difference between (lower sens + higher paddle speed) vs (1 sen + low paddle speed), so I think you're right in keeping sensitivity at 1 here, and it is paddle speed to adjust. I did not notice reduced response time with lower sensitivity, other than lower paddle speed. The numbers you choose, feel too fast to me.
-sliders I was playing with paddle speed numbers and wanted to go below the range limit and the slider stopped me, so the number spread needs to be really opened up. Not sure how useful it would be.
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In-editor I'd like to see Paddle speed slider go ~0.4 to 1.3. 0.4 because 0.7 felt too fast still. 1.3 because I want the option of trying a faster paddle speed. Ball speed I haven't played with. Max ball speed isn't actually used AFAIK. An in game slider would be much more limited, +/-15% of what we decide on.
I was playing with gamepad, but I liked how keyboard play felt.
The current in-game values are what feel good to me and I don't want to retune them again before Humble Bundle release. Its a balance between shortest meaningful movement and how long it takes to cross the defense zone, and also how accurate your stop is.
Powers are intended to disrupt your opponents play giving them panic moments, if that is what you are looking for. We do need some way to prevent never ending games.
I'll change the range values, but it will probably have to wait about 8-12 hours at a minimum.
.7 is a full 30% slower than current in-game speeds. Unless sensitivity does essentially the same thing, in which case it would be 10% slower.
On Apr 30, 2017 9:36 AM, "Michael McKenzie" notifications@github.com wrote:
In-editor I'd like to see Paddle speed slider go ~0.4 to 1.3. 0.4 because 0.7 felt too fast still. 1.3 because I want the option of trying a faster paddle speed. Ball speed I haven't played with. Max ball speed isn't actually used AFAIK. An in game slider would be much more limited, +/-15% of what we decide on.
I was playing with gamepad, but I liked how keyboard play felt.
The current in-game values are what feel good to me and I don't want to retune them again before Humble Bundle release. Its a balance between shortest meaningful movement and how long it takes to cross the defense zone, and also how accurate your stop is.
Powers are intended to disrupt your opponents play giving them panic moments, if that is what you are looking for. We do need some way to prevent never ending games.
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The current in-game values are what feel good to me and I don't want to retune them again before Humble Bundle release.
Yeah, I don't think we should be making any unnecessary changes at this point, and shouldn't rush this PR on account of the Humble release.
That said, I really would love to get further real-world playtesting feedback (that is feedback that isn't from any of the core developers and isn't against AI) on the current handling. Without that, we're flying blind a little bit.
@osse101 What kind of controller are you using?
xbox360?
I playtested this with a 17 yo, 15 yo, 10 yo and 42 yo. My feedback is based upon theirs and mine.
I playtested this with a 17 yo, 15 yo, 10 yo and 42 yo. My feedback is based upon theirs and mine.
Definitely a good start! :D
I tried rebasing this. Hopefully it worked ok?
I found some more information on sensitivity here https://docs.unity3d.com/Manual/ConventionalGameInput.html It says: "Speed in units per second that the the axis will move toward the target value. This is for digital devices only." I'm not sure what that means, though. Does "digital devices" mean that it has no affect on the analog joystick axis? What is the target value? The value the axis returns is 0 to 1 for up and 0 to -1 for down. Is that what they mean by target value? If the value is speed in units per second, does that mean a higher value is faster or slower?
I've tried asking on Unity Answers but have received no reply.
@osse101 Be aware that the values on the sliders get reset, every win state, back to their original values set in void start(). You probably read that in the first post, but I'm reiterating just to be sure.
Unity information about Senstivity setting in Input Manager reads thus: "For keyboard input, a larger value will result in faster response time. A lower value will be more smooth. For Mouse delta the value will scale the actual mouse delta." They don't well document the affect on axis controls but all documentation I've found said the value should be set to 1. During playtesting it felt as though setting it to 0.8 did decrease the sensitivity, but also seemed to decrease response time.
I created slider to test decreasing the speed of the paddles as well as the speed of the ball. I then did play testing to find values that felt like a good balance between speed and control, and set those values in the start function of their respective scripts. Be aware that values set in the slider will return to defaults every time a win state is called.
It felt good to me, but my reaction time may be a little slow because I'm old :P Feel free to test and give feedback.