New Warhawk news and video!

Shifty Geezer said:
The motion control looks very good, but i can see why people flail it all over the place. If they feel like they're holding the plane, tilting the control in their mind corresponds to tilting the plane that amount, but of course the plane has a maximum turn speed and will take time to reach the users input angle, who responds by tipping the controller more to try invoke a faster response. I don't think there's any solution, but as long as the players are happy I guess it doesn't matter.
Well its not any different from the analoque stick. If you press the analoque stick fast and completely to the right for example the plane wont turn completely right as fast
 
Nesh said:
Well its not any different from the analoque stick. If you press the analoque stick fast and completely to the right for example the plane wont turn completely right as fast
Yes, but when the stick hits the edge, you don't go pushing it more, though some people will start tipping the controller. This is different in that there are no bounds to the motion of the player, unlike a fixed stick, so the only thing stopping a playing moving more than actually influences the plane is the player themself, who is probably unaware that they are moving it too much. It's not a problem as such - just they look silly!
 
Shifty Geezer said:
Yes, but when the stick hits the edge, you don't go pushing it more, though some people will start tipping the controller. This is different in that there are no bounds to the motion of the player, unlike a fixed stick, so the only thing stopping a playing moving more than actually influences the plane is the player themself, who is probably unaware that they are moving it too much. It's not a problem as such - just they look silly!
I agree on that
 
Shifty Geezer said:
Yes, but when the stick hits the edge, you don't go pushing it more, though some people will start tipping the controller. This is different in that there are no bounds to the motion of the player, unlike a fixed stick, so the only thing stopping a playing moving more than actually influences the plane is the player themself, who is probably unaware that they are moving it too much. It's not a problem as such - just they look silly!

That's one of the reasons why i think that the vibration function would have come in handy. The player doesn't "feel" that he bumped into something as it is now. I think it would be more instinctive if we had some kind of touch-related warning like vibration in the controller, we would "feel" when the crash into something, prompting us to change direction (or "do" something) before our brain processes the images our eyes see.
Not sure i'm making myself very clear...
 
london-boy said:
Not sure i'm making myself very clear...
Yep. your clear on FM. And absolutely right. Those kinds of tactile reactions are much faster than optical reactions, as the nerve impulses only need travel as far as the spine where they're processed and a reaction sent back to the arms (or other motor systems). Whereas the optical system has to go through the brain and a complex optical processing performed before a reaction can be determined and sent down the spine to the arms. You could have rumble communicating when the tilt of the controller is too much for the plane to follow, which would help train players. Without that there's no useful feedback system.
 
any game that uses this tech is probably gonna have a option to calibrate it. giving it a dead zone and a react zone hopfully they can implement this correctly.

its when you have the multiplay that it will really begin to hurt. i cant count the times ive shoved my friends to make them loose control when playing racing games.
 
Shifty Geezer said:
Yes, but when the stick hits the edge, you don't go pushing it more, though some people will start tipping the controller. This is different in that there are no bounds to the motion of the player, unlike a fixed stick, so the only thing stopping a playing moving more than actually influences the plane is the player themself, who is probably unaware that they are moving it too much. It's not a problem as such - just they look silly!

There are still limits on how far you can expect a gamer to be able to tilt the controller.

Since it's a standard, 2 handed gamepad design we can safely assume that tilts beyond a 90 degree angle to the sides are virtually impossible, as tilting significantly farther would require letting go of the gamepad, and losing the ability to use any other control besides the tilt.

You can only tilt about 30 degrees forward before you require the gamer to tilt with his arms rather than his wrist, and again, anything beyond a 90 degree tilt would require letting go of the controller completely. (A 90 degree tilt would require standing up and lowering your arms until they point straight down.)

If you were to use the gamepad as a steering wheel you could get about 180 degrees of movement, but beyond that you would have to let go of the controller to rotate further.


Even with a motion sensing controller there are limits on how far a person can tilt or rotate them before you push the player into the position of having to let go of the controller to rotate it more. In truth, it has the same limitations of a stick, it just allows for more movement to reach those limits.
 
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on www.gametrailers.com there are new warhawk behind the scenes vids.

The game looks very good imo and definately uses 4xAA. (Claimed by the producer) There is also more technical info on CELL/RSX in these 6 videos.


You can also land anytime and leave the ship, going on with ground battle in tanks/jeeps, by foot etc!
 
mckmas8808 said:
Correct, but what's the problem with that?

The "problem" is that once you reach those limits the controller behaves no differently than a fixed stick. It does have limits, and Shifty claimed it didn't.
 
Powderkeg said:
The "problem" is that once you reach those limits the controller behaves no differently than a fixed stick. It does have limits, and Shifty claimed it didn't.
Well obviously it has limits. You can't turn it more than 180/360 degreees for starters. I wasn't at all talking about the controller not having limits to input, but limits to feedback, accounting for why users wave it around a lot when trying to control a game. To turn left on an analogue stick, push the stick left. To turn left faster, push the stick further. To turn the fastest possible, push the stick to the edge. Once you hit the edge, you know you can't turn any faster. Without that boundary, the user is just going to keep on tilting to their maximum regardless of the fact over a certain range it's having no greter effect on the plane's tilting speed. If the plane can tilt 5 degrees a second, and that threshold is reached at thumbstick all the way left or controller tilted 15 degrees, on the thumbstick the user just accepts that's as fast as the plane can go - there's a physical limit capping the input. On the tilt controller, knowing more tilt = faster plane movement, they'll tilt beyond the 15 degrees maximum because there's no physical limit stopping them going over that.

Yes there's a physical limit in input, but no-one in their right mind is going to design a game where those represent the extremes of the game response. Otherwise the game would require extreme motions just to get moderate control of the plane! And small comfortable motions would have negligable effect.
 
if they achieve a solid 60fps im totally absolutely sold, now im just sold totally. ;)
A must game IMO.
Two 60 fps games at launch at a minimum and both from 1stparty would be awesome.
Naturally thinking of Resitance also..
 
Yeah I think I might pick this up on day one. I would first like to see more variation in terrain so I know for sure that its not just these islands. I suppose the e3 2005 trailer should prove that their is indeed more. But I would like to see more media. Never played the orginal Warhawk but I hear nothing but great things about it. I'm definately getting resistance though, the 32player mp alone should be fun stuff.
 
Nemo80 said:
on www.gametrailers.com there are new warhawk behind the scenes vids.

The game looks very good imo and definately uses 4xAA. (Claimed by the producer) There is also more technical info on CELL/RSX in these 6 videos.

You can also land anytime and leave the ship, going on with ground battle in tanks/jeeps, by foot etc!

Is this the same video as on kikizoo here? (http://games.kikizo.com/news/200606/159.asp)

It probably is. Anyway, that video also contains a lot of nice development information and you actually get to see the compilers, some source code, etc. Even comments on how they mix-and-match RSX and Cell for graphics work, akin to what we are discussing in another thread.

Really behind the scenes, in other words, and really nice to see.
 
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Nice to hear about procedural map creation in use. Two things do concern me though. 1) So far all the scenery looks the same. Will every fight be over the sea with puffy clouds? 2) No reflections! There's massive great captial ships and not the slightest hint of a darkening below. This to me really messes up the idea of the ships being over the sea. I'd like to see some blurry reflections to add substance.
 
Shifty Geezer said:
1) So far all the scenery looks the same. Will every fight be over the sea with puffy clouds?
Probably it's one of 20 maps.
IGN: Most of the areas we've seen so far have been few in number (mostly taking place over or around water). What sort of environments can we expect to see in the final version?

Upton: The environment we showed at E3 is an island military base off the coast of the main continent; about 5% of the total play space. In addition to the island, we'll have a variety of distinct regions and cities created to specifically provide a playground for the Warhawk. For example, our mountain area has these huge towering peaks and deep, deep valleys. We wanted to give the player lots of terrain to fly around through - it's a rush that you don't get from other aerial action games.
 
Texturing and overall scope of the game look pretty good to me, specially with so many ships on screen. Geometry looks too last gen at the moment. With some expected improvements this probably will be an acceptable launch game.
 
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