Talk:WiiSPACE

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Feedback

Please leave your opinions, suggestions and criticism on this page.

I'd especially like comments on the general difficulty balance with respect to the number of players. --Seiken 17:34, 22 June 2009 (UTC)

Looks great so far.

I really cannot wait to play this one :) --Zack 16:26, 17 June 2009 (UTC)

Yum.

Well, I just played a few rounds, and I must say, it was fun. Nothing like classic asteroids without the mind-numbing stupidity, eh? However, I did find a few problems. You apparently can't have multiple powerups at once. Also, my TV has the doohickey in the top-left out of viewing range, you forgot to compensate for overscan. Other than that, it looks good. --It's me, Zack! PodTube 21:28, 23 June 2009 (UTC)

The powerups thing is intentional. Do you mean the score is off the screen? --Seiken 22:45, 23 June 2009 (UTC)
Yes, the score is off the screen. Even if the powerups thing is intentional, it's still annoying :P Doesn't stop the fun, though. --It's me, Zack! PodTube 04:14, 24 June 2009 (UTC)
It's difficult to judge these things without being able to see it. Is it partially off the screen or like way off and you can't see it at all? Seiken 00:28, 29 June 2009 (UTC)
Should now be able to compensate for this with the configuration file.

Control Scheme

Would there be any way to make the game auto-fire when you hold a direction on the C-stick? It feels unwieldy to use the R button on the Gamecube controller, and it would help to use a control scheme like those found in Robotron and ZAP! The Game. Silvarjin 01:58, 28 June 2009 (UTC)

Yes, I think I can do that. Seiken 00:28, 29 June 2009 (UTC)
Update: added to version 1.1. Seiken 15:02, 5 July 2009 (UTC)

Classic Controller support.

I'd like to request Classic Controller Dual stick support. Also Mapping the fire direction to the four digital buttons just for fun would be nice since they won't be used otherwise, though still won't be all that usefull anyway. --Shadow1w2 06:51, 8 July 2009 (UTC)

I'm sure I can do this. However, I don't have any classic controllers (for testing). Would you be willing to privately test a version with classic controller support, once I've implemented it? --Seiken 16:11, 8 July 2009 (UTC)
Yes ofcourse. I sent you a PM on the forums. --Shadow1w2 22:44, 8 July 2009 (UTC)

Background Suggestions

I'd like to suggest a 3D wireframe box connected to the edges of the screen that moves according to the player's position to give an illusion of depth and help give an idea where the player is when looking away from the player sprite. Also perhaps set in a dark non obtrusive gray color. Or maybe just stars or other non obtrusive background effects as an option. Just passing some ideas along. --Shadow1w2 22:44, 8 July 2009 (UTC)

I think I sort of understand what you mean about the 3D box, but I can't see a way for it to work in multiplayer. I wonder whether or not it'd give a cool effect though. I'd like to do stars; my worry is that they'd make it even harder than it already is to see what's going on. I'll probably try it out at some point and see what happens. --Seiken 00:15, 9 July 2009 (UTC)
I think it could be done by making an invisible line(2players) triangle(3players) or a box(4players) with each corner connected to a player and use that to find the center between them, then use that like it would work with one player. That way if four players group up at the corner the box tilts closer to the corner but if say two players out of the group of four leave to the corner the box would center itself.
For stars I'd suggest maybe just dark gray and vary sparse random stars. Though if you wanna add motion you could use the same center finder method to find the current combined motion between them but it might be kinda dizzy like. Might also need something to find the direction the center point is moving, not sure though.--Shadow1w2 06:34, 9 July 2009 (UTC)