This is probably the wrong forum, but I don't know where to put it...
I have occasionally been annoyed by games where I feel I don't have direct control of the character.
One of the older examples of this is Super Mario 64. Mario would often move in a different direction to the one I indicated on the controller, apparently to make his motion look natural by going in half circles instead of abruptly changing direction. The problem with this was that it sometimes caused Mario to walk of ledges, even though I had indicated one the controller that I wanted to move away from the ledge. A few days ago I tried Super Mario 64 DS, and was not happy to see that this problem was still present.
What prompted me to post this was that after reading a Gamasutra article linked to from the 'Games & input lag' thread I ended up at this page:
http://cowboyprogramming.com/2008/04/23/running-in-circles/
Somebody had written about this problem, and even better, in the comments was this link:
http://www.youtube.com/watch?v=xXDZZt7TEAo
Notice how naturally the stickman abruptly changes direction without running in circles! If anybody here is involved in a 3rd person game where the character changes direction by running in circles, please consider doing something like what's shown in that video. Not having the character follow the players inputs directly really detracts from the feel of the game, I think it would be worth the effort to try to do better.
I have occasionally been annoyed by games where I feel I don't have direct control of the character.
One of the older examples of this is Super Mario 64. Mario would often move in a different direction to the one I indicated on the controller, apparently to make his motion look natural by going in half circles instead of abruptly changing direction. The problem with this was that it sometimes caused Mario to walk of ledges, even though I had indicated one the controller that I wanted to move away from the ledge. A few days ago I tried Super Mario 64 DS, and was not happy to see that this problem was still present.
What prompted me to post this was that after reading a Gamasutra article linked to from the 'Games & input lag' thread I ended up at this page:
http://cowboyprogramming.com/2008/04/23/running-in-circles/
Somebody had written about this problem, and even better, in the comments was this link:
http://www.youtube.com/watch?v=xXDZZt7TEAo
Notice how naturally the stickman abruptly changes direction without running in circles! If anybody here is involved in a 3rd person game where the character changes direction by running in circles, please consider doing something like what's shown in that video. Not having the character follow the players inputs directly really detracts from the feel of the game, I think it would be worth the effort to try to do better.