Happy new year from Psychoz Team! This year, will be a great year for both us (Psychoz Interactive and survival horror fans). King regards!
Just one quick question: will FM be supporting gyroscope controls for aiming. Is that something you would even consider?
Is not a planned feature and will provably never see the light. However we have some ideas and other better ways to use the gyroscope within the game.
Gyroscopic awesomeness I hope it means we can turn the iPhone upside-down, and everything falls up onto the ceiling.
I have some feedback on the the controls and HUD for the game: As for the HUD, I think you should make it as minimalistic as possible, like instead of seperate aim and shoot buttons the entire left side of the screen is used for that. So you tap once to aim your weapon and tap again to shoot. I see you have an interaction button(or atleast thats what i think the "!" is. Maybe a better solution would be to have an icon appear whenever there is an object, person or enemy you can interact with, maybe have the icon hover over it. As for the movement controls, the d-pad is a very good option, but how about you remove it all together, so you just slide your finger vertically over the screen, a little to strafe, and more to run, so you could remove the run button. (And when you aim you put your weapon away by running.) A lot of you may have realized these controls are identical to Dead Space, which controls (imo) are amongst the best on touch-screen devices. Also i was wondering if there is camera control in the game, as I couldn't work out whether there was by the gameplay video. Anyway if you choose to include these suggestions, i think disclusion of a HUD would make the game more immersive, and the controls would make the game more polished. This is defintly my most abticipated iOS game, so im hoping it comes out soon
First off, tanks for your feedback, really appreciate your time! So here are my comments: You mean the right side to aim+shoot (a-la Dead Space) mind you? Yes, we want to reduce the screen buttons to almost none, but keep in mind that Dead Space interaction were very simplistic, we have more systems working on the back-end. Unfortunately interaction is always tied up with HUD and sometimes is just impossible to make all your buttons dispersal under finger gestures. But keep in mind that this is not the final version, we going to reduce buttons as much as possible, we don't want the user get distracted by buttons and being full immersed by the game. The d-pad can be auto-repositioned (dynamic as in Dead Space), it can be static and can also be invisible. Even if you can't see it on that video, you have the option right now to configure their zones and location. As a bonus you can also configure the size of your movement/rotation/interaction zones too. As for the (!) button, the choice have been made by design, we don't want the game to spot stuff automatically for the player. We want the player to look and search items by themselves. (this is where the exploration camera comes into play). The (!) button, It's just one button to interact with everything but is up to the player to find those interactions. We have lots of hidden stuff/interactions so popping up a hidden item just kill the entire purpose of exploration. There's others options as to touch directly on the screen (the item we want to interact) but the playable character (most of the time) will occlude the item. So, our final choice was in exploration mode (First Person Camera) we can touch the objects we want to interact and in third person we touch the (!) button. I believe is a good trade of and adds to the overall survival and exploration experience. I think the right thing Dead Space have done is their HUD and control system for the iOS version. Survival-horror wise, it was a bit of let-down. The game was too easy and worst of all, quite obvious (something to avoid in a survival horror game). I really respect Dead Space (production wise). Its indeed a successful game, but speaking of survival horror side of things, i don't think so, they still have to learn quite a lot from old school horror design. Regarding the camera, you are in full control of your camera (which helps exploration and adds to the overall immersion). I didn't down that much in the video but you can barely see the character walking in a direction and looking to the left and right, you are full in control of your movements and camera. We are aware that iOS controls must be almost perfect to avoid players frustration that's why we opted for such style but other than that, you'll feel really helpless and really shit your pants outs (specially if your play on an ipad). To sum things up, we want to make players revive old-school survival-horror gameplay style era (with of-course our own original stuff and revolutionary systems ) + easy touch-screen controls/interactions! Helpfull and positives feedback like this, deserves their name on the game credits. Don't worry guys, you all have some place in our credits! Tanks for your feedback mate, appreciated. King regards from Psychoz Team.
@tatoforever Thanks for replying. First of all; yes I totally meant the right side of the screen for aim/shooy, sometimes I get so excited about sharing feedback I forget to look over my post and see that it makes any god damn sense xD. Yeah i see now that the interaction system you use might be better for the exploration aspect of the game. As for your comments on dead space, yes I kinda agree that the design is a little simplistic, but since I didn't grow up with the classic survival-horror (as I became a core gamer in 2009), I don't really have anything to compare it to. Anyway, I have faith that you guys will be able to implement a near perfect (if not perfect) control scheme for FM Now you just gotta show us some of the story and cutscene stuff Edit: Just noticed we've reached 150 pages, feel like we should celebrate or something xD
If you haven't played the best survival horror games you should while you still have the time. ^^ There's a small cut-scene coming soon. Keep an eye on the thread. King regards,
Hello guys, I have good news regarding the controls/camera system. And you'll love it! I'm going to upload a video this week for you guys so you can check it out and give us some quick feedback. Cheers,
Just ran across this thread. This seems like a cool idea ima read thru part of the thread later see if this is what i hope it is!
I spent the last 30 mins or so reading thru the thread and watched some of the videos and i think this game looks great! There aren't really any decent horror titles on ios. I personally liked dead space but i agree that the action definitely took away from the horror aspects of it. I don't know if the static camera is final in the game, but i like this better than the cinematic/dynamic camera in some of the earlier videos. The lighting effects and graphics are superb and so are the character models. I didn't get to see many of the monsters but of what i heard they sound promising! I don't think this will be available for the 3g devices, but i want to see this do well as a good survival horror game for ios, and i want it to pay off all the devs hard work.
upcoming Resident Evil Revelation on the 3DS have a good Camera - Angle ..i dont like the dead Space system i prefer a virtual joystick
i think the dead space scheme is what iOS needs, simple and functional, plus, and this is very important, it does not block the screen with any HUD elements... it is the best TPS so far and BY far on iOS after all...