Universal Bladeslinger - (by Kerosene)

Discussion in 'iPhone and iPad Games' started by Sanuku, Oct 29, 2012.

  1. bastband

    bastband Well-Known Member

    May 14, 2010
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    Cannot see anything about compass in plist......
     
  2. KoRoV

    KoRoV Well-Known Member

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    #282 KoRoV, Nov 21, 2012
    Last edited: Nov 21, 2012
    I cant beleve it, whats so hard and annoying about? Use a finger for draging on screen???
    People can be so spoiled... I finished whole game with no problem and got no problems with controls, JUST USE TO IT!
    Personaly i think controls are great, inovating and totaly fun to use :) have nothing against gamelofts scheme, but this is much better for touch screen :)
     
  3. Brrobotix

    Brrobotix Well-Known Member

    Oct 24, 2011
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    Under your bed
    Haha thanks, I appreciate the reply. I'll do that.
     
  4. Fastbridge

    Fastbridge Well-Known Member

    Aug 20, 2009
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    NYC, New York. USA
    I really want this but this control war is really making me second guess this. Jbruuu knows his stuff and is a big ios gamer so I tend to believe him. But it's only 2.99 so why not. Will post impressions
     
  5. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
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    #285 JBRUU, Nov 21, 2012
    Last edited: Nov 21, 2012
    No, here's the problem: I should not have to "just use to it". There should be multiple control options to fit different playing styles. If the developer truly want to make their game better and more ascessable then they should add a Gameloft style control scheme. It's just as simple as that.


    For 2.99 it's worth it to see the pretty graphics, but I wouldn't want to be paid to have to fight the controls and monsters. And I love these kinds of games! Really it boils down to wasted potential. I have a feeling that this game could be a lot of fun but I'm just not willing to slog through these kind of controls.
     
  6. Timmybaz

    Timmybaz Member

    Jul 21, 2012
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    Give it a chance!

    2 chapters down and I'm enjoying the controls. I did have to get used to it a bit but its made a nice change from the standard controls we see in almost every other game available. The only thing that bugs me a touch is the camera when fighting multiple enemies, especially in the confines of a room. It can be hard to see where your gonna be attacked from, even with the icons on the side. Just a small niggle in what is my favourite iOS game since fifa 13, and I understand guys deleting so quick, I've done that a thousand times. I'd really give this one a chance though.

    Also, to the devs, what can we expect in the way of updates? In the clothing/armour menu there is nothing but a coming soon! What's the plans for the future?
     
  7. o0oJAKEo0o

    o0oJAKEo0o Well-Known Member

    May 23, 2012
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    Fantastic game. Best this week for sure (in the US)
     
  8. chris1a

    chris1a Well-Known Member

    Mar 10, 2010
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    Bought. I haven't tried it yet tho. Can you play it holding the iPad like a regular controller playing with your thumbs?
     
  9. Brrobotix

    Brrobotix Well-Known Member

    Oct 24, 2011
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    For the controls, I'd rather see a hybrid scheme. Things like rolling and moving could easily be mapped to a floating stick and a button (respectively). That would eliminate a lot of annoying situations where I've ended up cornered because I was shooting enemies when I wanted to roll out. Could make navigation a bit easier too because you can't really look around while you move with the current system. Also, the buttons that allow you to switch targets need to be more sensitive, they rarely work the first time for me. But I do thing that with a few tweaks these controls could really work.
     
  10. Ayjona

    Ayjona Well-Known Member

    Sep 8, 2009
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    Freelance journalist and writer, amateur musician
    Stockholm, Sweden
    I don't think I've seen another thread at TA with so many requests for optional control schemes, and either steadfast refusal to consider alternatives, or steadfast silence, from the developers.
     
  11. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
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    Well, if there are no plans to add different control schemes than I'm afraid I just wasted $3. Another 3 candy bars down the tube!

    But in all seriousness please listen to your customers Kerosene. We want to play your game, just give us some more options please.
     
  12. MungeParty

    MungeParty Member

    Mar 24, 2011
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    There's been a lot of discussion about the controls. In fact, there's a dev or publisher post on nearly every page of this thread about something or other. I can assure you, everyone involved in the production of the game is aware of this thread, but I know having a developer poke their face into a discussion like this too soon can stifle some of the creative back and forth so I've been letting the controls part of the conversation go on a bit unmolested.

    I personally think excessive buttons on a touch interface are a bit of a copout from a design perspective, but more importantly to us they don't offer the depth of context that we wanted to achieve with our combat. A lot of the negative posts seem to come from people who dropped it fairly quickly, while the people who took the time to explore the system seem to be the ones who appreciate it.

    It's not just a flat: slash, shoot, punch, dodge, and block in your list of combat actions, there is a lot of freedom and connectivity to it in terms of combat momentum and "feel" that simply wouldn't be possible with, for example, one or even two slash buttons. It wouldn't map one-to-one because the entire combat system was designed from the ground up for a touch interface.

    That's really the crux of the matter. A gamepad is a very familiar thing to gamers, so it makes perfect sense that touch-screen game developers would try to mirror it. The problem is that a touch screen makes a lousy gamepad. There's no tactile feedback as to how far you're pulling on that analog stick or whether or not you're pressing a button at all, so theres this whole visual and audio UI vocabulary of gamepad-fakery that's been evolving around it just to make it feel like it's responding to you. It also has to be rendered on the screen to provide a lot of that feedback, so it's doing a poor job of being a gamepad while obscuring a lot of what's going on in the game itself.

    We decided to take a different approach: implement controls that are actually designed for a touch interface. What we ended up with is, I think, a step in the right direction and we hope to continue to improve on it.

    I realize that the virtual gamepad has been around for a little while; long enough for people to grow accustomed to it and even fond of it. I'm very understanding of the folks who aren't willing or able to get into our control scheme, and I can certainly respect that, but the virtual gamepad simply doesn't fit into the design aesthetic we're aspiring to.

    I hope that answers any questions and I really hope those of you who aren't sure about it will give it an honest chance. We appreciate all feedback - positive or negative, so keep it coming guys! :)
     
  13. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
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    #293 JBRUU, Nov 21, 2012
    Last edited: Nov 21, 2012
    If there are no plans to add a workable control scheme then I would advise all fellow TAers to marvel at the pretty graphics from screenshots and gameplay videos. Fighting the controls is just not worth it and having developers who keep insisting that you should conform to their system is irritating, to say the least. At least developers like Firemonkeys will add different control schemes by popular demand - think Mass Effect and NFS: MW.

    Ah well, $3 wasted isn't so bad when you consider all the hours of entertainment I got for $.99.

    Edit: if your combat system was designed from the ground up only to fit these specific controls, I'm afraid that there's little I can say except creativity is in order. How about a virtual stick on the right side of the screen, move camera on right side. Keep the same swipe to slash and tap to shoot. Add a roll button, tap and hold roll to block. Tell me please why something like that cannot be done? It would make me and a lot of other paying customers happy, save you from a lot of 1-star reviews and give you some good PR.
     
  14. Decaf Table

    Decaf Table Member

    Sep 28, 2012
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    I'm appalled at all the negative feedback everyone is leaving about the controls. This is a AAA title that the developers actually spent a long time creating. Show some freakin' support and admiration for all their hard effort. Constructive feedback is one thing, but people need to realize they did NOT create this game with dual stick controls in mind. This is a touch based piece of hardware, so it seems fitting they wanted to specialize their controls around it. Like was previously mentioned, we are not using an analog controller. Specializing controls that were made specifically for the iOS will allow a much more personal involvement and enjoyment factor then standard control fare that should be on a console. I applaud the developers for implementing this new idea, to succeed you need to innovate and not be afraid to take risks!
     
  15. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
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    I did support them. I bought the damn game.

    I am giving constructive feedback; I'm telling them how they can improve their game in a polite and reasonable manner.

    I appreciate innovation, but I also believe that innovation should be realistic and appealing. For me and many others, these attempts at gesture based combat simply aren't working well.
     
  16. Drummerboycroy

    Drummerboycroy Well-Known Member

    Apr 2, 2012
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    Maine!
    Well, people hate change, that's for sure...

    So, do the controls not work, or are they just not what people are used to? I'm interested in the game, and I don't particularly have a problem learning new things, but if the controls are actually broken...

    DBC
     
  17. Ayjona

    Ayjona Well-Known Member

    Sep 8, 2009
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    Freelance journalist and writer, amateur musician
    Stockholm, Sweden
    #297 Ayjona, Nov 21, 2012
    Last edited: Nov 21, 2012
    I think you might have read a lot into my post that was not there. For my own sake, all I asked for (a few pages back) was for the Bladeslinger to turn as the player moves the camera while running, instead of how it worked in the last Canadian beta.

    I so far have not seen many, or even some significant few, asking for the swipe attacks to be replaced with virtual buttons. I doubt most of us have a problem with the swipe attacks, as they are an integral part of the gameplay. Intended or not, your post thus unfortunately might be interpreted as a straw man argument.

    The vast majority of posts seem to be for a d-pad for movement, something that would not at all affect the swipes and other control mechanics if implemented properly. I can not see how this would break the control aesthetic, and your posts offer no arguments as to why. Make the pad fully invisible and floating, and it will work much like the current movement controls, but without the clumsy camera controls that make navigation hard for some of us. Add an optional camera locked behind the back function, and my guess is that few would complain.

    All the touchscreen joy of this impressive achevement lies just beyond our (critics or suggestionados) reach, and we'd like to enjoy them in the best way possible.
     
  18. KoRoV

    KoRoV Well-Known Member

    Jul 5, 2012
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    My thoughts exactly :) some games are great with stick and buttons and i cant imagine them playing on any other way (shadowgun, MC, hero of sparta and so on...) but this is definitly touch game for touch interface (for me even better then Horn, for example), and beleve me (as a person who finished the game) this are the best controls for this touch game. I rest my case :)
     
  19. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
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    Eh, it's a steep learning curve. They are workable, but not comfortable in the least. I found them awkward and clumsy, and not well suited to a fast paced game. Ultimately I would hold on to your cash and see if the developers listen to feedback and add a more workable control scheme.

    As for the game itself, it seems pretty darn fun and is probably worth it on graphics alone, they are quite literally some of the best on the platform.
     
  20. KoRoV

    KoRoV Well-Known Member

    Jul 5, 2012
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    Great words man, max respect :)
     

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