![]() |
[FVG]: Controls Round B1
we've officially decided that a combination of mouse and keyboard play would be best for the game, now we need to decide what kind of controls we will have. here is the first round of options and their features:
|
Re: [FVG]: Controls Round B1
Nooo, no, no, no.
Configurable. on the OI, you have 16 analog inputs and 16 digital inputs. An combination of mouse, keyboard, or joystick axis/buttons can be accepted to control this. And the mouse can be "Position" based (To the left side: x = 0) or "movement" based (keep going left tp keep x = 0). As for keys, it's simple. Left means X=30, Right means X=225. Analog to digital is similar. Have a threshold. (X<30 means left, X>225 means right) Anything else? |
Re: [FVG]: Controls Round B1
Quote:
|
Re: [FVG]: Controls Round B1
the point and click mode and have the robot follow and do stuff automatically doesn't seem like a good idea... why not just have the keyboard do it all.... sure the analog things would end up being digital things because the keyboard is on or off (1 or 0, digital). but i was actually picturing this from a First Person POV from the drivers box. And the user could program what ever buttons to do what ever they wanted, and if they had a joystick (or two) they could use that, so it would be like you are actually controlling that bot, instead of just kind of moving it around and having stuff get done automatically, thats not what FIRST is like at all.
By the way, i am starting the programming course tomorrow (the 7th) i think it goes for most of the summer... but i have no idea what language we are learning (it will obviously be c or a varient, whether its C, C++ or obj-C i have no idea, i hope C++ or obj-C) |
Re: [FVG]: Controls Round B1
Quote:
|
Re: [FVG]: Controls Round B1
ok ok, what exactly is voodoo mode? do all of the controls on the keyboard with the voodo corner thingy as an extra or is that the primary way to activate the controls? i think putting everything on the keyboard would be most realistic, but the voodoo thing sounds cool too....
|
Re: [FVG]: Controls Round B1
ok.
There is a config dialog. You can map each input to an OI pin. The inputs are:
Mouse XY can be based on position or rate of movement. the conversion between analog/digital is actually pretty simple. It's based on a value.
so how this all works together is that the sources map to OI inputs (16 axis, 16 buttons). These values are fed to the robot. presto! controls done. As for connecting to the OI/RC, I have 2 ideas:
suddenly, every one of our computers have 4 more wireless gameports. |
Re: [FVG]: Controls Round B1
I agree that Voodoo would be the best option. If this is the option we decide to go with, I suggest that we consider a few things:
1) Some sort of function recognition for the player to know what part they are selecting, (i.e. The parts glowing and a name appearing when the mouse is hovering over it, etc.) 2) Rotating the Object would take game time to do, you could just have flags satellite off the model, with the different functions written in them for faster access 3) Possibly combine the Voodoo and the Follower models, have robot actions by clicking on the object and the robot does it to the best of its ability. I like that aspect of the Follower mode. 4) Maybe have Both modes and allow players to choose the type they like? |
Re: [FVG]: Controls Round B1
Don't forget that we need compatibility with other years. (Maybe even '92! :ahh:)
Anything that complex means a massive overhaul of the current interfaces (which isn't saying much). |
Re: [FVG]: Controls Round B1
for the voodoo mode, we would have small red circles on the robot called "handles" you just grab onto that handle and drag it.
let's use MOE's arm for an example: say MOE's arm is at a 90 degree angle. the player would grab the handle and move the pointer over. now we know that nobody can keep the mouse on the exact edge or the circle of rotation, so here's essentially how it would work. when the pointer is moved, the computer draws a line from the joint to the pointer location. then it rotates the arm until the handle hits the line. basically matching the angle. well, this may not be exactly how it would be programmed, but essentially how it would respond. now, let's consider a 2-jointed arm, like my team had: we would have a system like this for each joint, but for operating ease, we can have a special key to activate an alternate mode when held. the player would hold this key down, and grab the handle at the end of the arm. now, anywhere within the arm's range, that point would go, and here's how. the computer would form a triangle between the two arm segments and the line between the handle and the first joint. this way, it would be like actually grabbing the arm at the end (like we can on our controls) and pulling the middle joint in space, allowing the two to turn to the point where they fit. these handles would act almost like the title bars on windows, click and drag. |
Re: [FVG]: Controls Round B1
Quote:
|
Re: [FVG]: Controls Round B1
Quote:
|
Re: [FVG]: Controls Round B1
I agree with HHSJosh. I think that the voodoo things may be too complicated to be handled well. I think that instead of making the user do most/all of the work by mouse, we should do something like:
So... I'm done... :D P.S. Oh, wow, that was scary. After I finished typing that, I posted it... and the site was down for backup. Lucky for me Firefox saved everything... :cool: |
Re: [FVG]: Controls Round B1
Quote:
|
Re: [FVG]: Controls Round B1
Quote:
Really with the voodoo and that, even with moving the mouse to move objects with a keyboard select, that takes away from the movement of the robot for a second, doesn't it? It would be better if players could multitask and move the robot while performing a specific function, IMHO. It doesn't sound right if the driver has to stop, put the arm up, and move again, you lose valuable time. |
| All times are GMT -5. The time now is 17:30. |
Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi