OK Poll Time - Movement/Camera Controls

What changes would you like to see in the movement/camera controls?

I like it the way it is
0
No votes
Keep the target cone, but lose the beep
3
2%
Lose the target cone entirely, but keep "click on destination" as movement method
10
8%
WASD / Arrow Keys as an option in addition to "click on destination"
8
6%
WASD / Arrow Keys as default, with "click on destination" as an option
23
18%
Current Camera System
1
1%
Auto Follow Behind Camera
23
18%
Slider/Scroll Wheel Zoom
25
19%
Detached camera option (not tied to avatar location)
30
23%
Stationary camera option (does not move when avatar does)
7
5%
 
Total votes : 130

OK Poll Time - Movement/Camera Controls

Postby danielravennest » Thu Nov 12, 2009 3:30 pm

Since it seems to be a popular topic of discussion, I thought it would be fun and educational (for the AR staff) to have a poll on the movement and camera controls. You can choose up to 5 options
BM City Developer: http://sandboxcitymars.blogspot.com/. Custom city, furniture, homes & general 3D work on request
BM Info Center in Second Life: http://slurl.com/secondlife/Cerura/30/95/22
My BM Videos: http://www.vimeo.com/user2856298/videos
User avatar
danielravennest
 
Posts: 298
Joined: Sun Sep 13, 2009 5:51 am

Re: OK Poll Time - Movement/Camera Controls

Postby TakuanDaikon » Thu Nov 12, 2009 6:50 pm

By now I've already implemented most of the functionality listed in the poll via custom camera entities, or at least the parts I'm interested in. I'd be interested in seeing a lot of that functionality be built into the client so that it can be standardized, but even if that doesn't happen City Devs can still provide that for their users.

.
User avatar
TakuanDaikon
 
Posts: 5
Joined: Tue Sep 01, 2009 3:01 pm

Re: OK Poll Time - Movement/Camera Controls

Postby tnahinu » Fri Nov 13, 2009 11:09 am

Danniel, first of all, you ROCK! :mrgreen:
Thanks for doing this poll, this has definitely inspired me to start making some other polls in the forum!
Tiffany Nahinu | Community Development Associate | Avatar Reality
tnahinu
Blue Mars Online Staff
 
Posts: 320
Joined: Fri Sep 04, 2009 9:45 am

Re: OK Poll Time - Movement/Camera Controls

Postby glennsanders » Fri Nov 13, 2009 11:16 am

Daniel, thanks for creating this poll. This is perfect feedback, and gives me ammunition for talking with the other directors here at ARI about improving the camera movement and controls.

In case some members haven't discovered it yet, the arrow keys and WASD keys do work if you click your avatar first.

See our brief tutorial with cool videos for more details about Blue Mars: http://www.bluemars.com/tutorials/
glenn sanders | community director | Avatar Reality
Twitter: http://twitter.com/bluemarsonline
Flickr: www.flickr.com/photos/bluemarsflickr
Facebook: http://bit.ly/bluemarsfb
User avatar
glennsanders
Blue Mars Online Staff
 
Posts: 84
Joined: Tue Aug 18, 2009 6:23 pm
Location: California

Re: OK Poll Time - Movement/Camera Controls

Postby Zetsumeii » Fri Nov 13, 2009 11:49 am

Lets hope this helps push development in a good direction, ive got my own project on the way that should help as well.
BM: Zetsumei Ieyashi
Twitter: zetsu_ieyashi
Skype: metthias-

-Blue Mars Volunteer-
-Author's Guild Steward for Gridrock City-
http://grcguilds.com/
Life In Blue Mars - News, reviews and updates about Blue Mars by Zetsumei Ieyashi
User avatar
Zetsumeii
 
Posts: 396
Joined: Mon Sep 28, 2009 2:22 am
Location: Wherever my mind takes me.

Re: OK Poll Time - Movement/Camera Controls

Postby Idtei » Sat Nov 14, 2009 11:55 am

I am not good with technical speak so most of the poll coices were beyond me to be honest.

I like the way SL works with the option to use my camera (alt+contrl + click) to look way round a sim and do things independently of my avatar. I still want to be able to SEE my avatar when camming round and not be a ship as in Venice and the waterfall.

I build a lot in SL and feel freedom of movement. The arrow keys are how I move as well. I do not use WSAD keys they are too far to the left of my keyboard. But I am on a laptop and do not use a game controller.

My input is probably not very useful but I thought I would say it anyway as it might have some relevance.

Idtei
Blue Mars Volunteer
User avatar
Idtei
 
Posts: 118
Joined: Thu Oct 22, 2009 5:51 am

Re: OK Poll Time - Movement/Camera Controls

Postby Lana » Sat Nov 14, 2009 2:41 pm

I felt the options about the destination cone were kind of limited.
I would like the cone, what it looks like (and whether it appears or not), and what it sounds like (if it makes any sound) to all have more user options.
"More, more, more please." Maybe I should make it my signature. :lol:
User avatar
Lana
 
Posts: 61
Joined: Sat Oct 17, 2009 2:58 pm

Re: OK Poll Time - Movement/Camera Controls

Postby Andrew » Sat Nov 21, 2009 12:53 am

I never really use the WASD much, I'm more an arrow keys guy but I find the BM arrow keys far too clunky. For most other games I'll keep one finger on the up button to walk forwards and use the left and right arrows constantly to fine tune my direction but pressing the left or right arrows in BM seems to do an instant 1/8th turn so unless I walk in a straight line I end up snaking around. I know that's due to the way I'm used to using the keys but I'd really like the left and right turn to be far more subtle as it is in most other games, so much so that you can keep your finger on them and turn smoothly and slowly as you walk without suddenly doing a 180.

Oh yeah. One other thing: Blue Mars, yes. Blue Cone, NO! Get rid. Please.
64bit Vista, Intel Core 2 Duo P8700 @ 2.53GHz, 4GB RAM, 512MB ATI Mobility Radeon HD4650
User avatar
Andrew
 
Posts: 8
Joined: Mon Sep 14, 2009 12:35 pm

Re: OK Poll Time - Movement/Camera Controls

Postby Ripley » Sun Nov 22, 2009 5:51 pm

Greetings all !

I've been exploring Blue Mars for a month or two now, learning the ropes and and more recently trying my hand at the development tools. There are worlds of things to learn here, so bear with me.

Basic avatar movement is the first impression a user has upon entering... how easy or hard it might be to navigate. I suspect that the individual user's background comes into play here. My own is largely FPS. Because of that, my expectation upon entering a virtual world or game is that WASD will move my avatar, the camera will follow my movements in 1st or 3rd person and left mouse clicking will allow me to interact with the environment.

The blue cone tends to moves my av when I'm really trying to interact with an object. In the greeting area, for example, when I click on one of the City Boards from a distance, the cone often ends up beneath or behind and unless I click elsewhere to intervene, I walk right into it or behind it. I get stuck on simple objects and have to keep moving my camera behind my av to navigate free.

I know there are people who prefer movement via the arrow keys, mouse clicking on the ground or clickable arrows on the screen. But for me, if social interaction via text messaging in-game is to play a major role, having one hand always on or near the 'home' keys makes it much easier to chat.

My vote: WASD or arrow keys as the default movement, with the camera following - and no cone at all. The user could pan, just as now, but the default view would be in the direction of travel. And a user defined option to use the movement cone. For running, I'd prefer a hot key or even a double click on the forward key.
Ripley
 
Posts: 1
Joined: Tue Sep 22, 2009 10:52 pm

Re: OK Poll Time - Movement/Camera Controls

Postby CrypticAsian » Mon Dec 14, 2009 10:07 pm

Personally, I don't like the camera views/movement. My first few days, I had no idea that there was more to explore behind me, because the camera view constantly faced forward. It would be ideal if the camera followed and turned with the avatar so that whichever way it was facing, you would see what it saw. The beep and cone can be quite annoying after a while, so an option to turn it off would be nice. If transparent/grey crosshairs were used or something to show you've "locked in" to a loation/area to head towards, then perhaps the cone wouldn't be necessary..?
CrypticAsian
 
Posts: 1
Joined: Mon Dec 14, 2009 10:01 pm


Return to Archived Posts (2009)

Who is online

Users browsing this forum: No registered users and 1 guest