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Created slider in editor for Paddle speed and Ball speed and set Y senstivity to 1.0. #165

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@fragmental fragmental commented Apr 30, 2017

Unity information about Senstivity setting in Input Manager reads thus:
"For keyboard input, a larger value will result in faster response time. A lower value will be more smooth. For Mouse delta the value will scale the actual mouse delta." They don't well document the affect on axis controls but all documentation I've found said the value should be set to 1. During playtesting it felt as though setting it to 0.8 did decrease the sensitivity, but also seemed to decrease response time.

I created slider to test decreasing the speed of the paddles as well as the speed of the ball. I then did play testing to find values that felt like a good balance between speed and control, and set those values in the start function of their respective scripts.
2017-04-29 23_07_21-unity 5 6 0f3 personal 64bit - basetable unity - pongball-fragmental - pc mac
2017-04-29 23_06_22-unity 5 6 0f3 personal 64bit - basetable unity - pongball-fragmental - pc mac
Be aware that values set in the slider will return to defaults every time a win state is called.

It felt good to me, but my reaction time may be a little slow because I'm old :P Feel free to test and give feedback.

…t sensitivity for Y values on controllers back to 1.0. Speed values can be set with a slider on their respective scripts, or hard set in their start function.
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Furthermore, if it turns into a matter of preference it is possible the give the player access the these values in one form or another(like an actual slider or just a difficulty setting, etc.)

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I don't really like testing the game in the editor, so I'm not the best person to test this.

@lightsoda @osse101 want to take a look?

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fragmental commented Apr 30, 2017 via email

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Confirming that the sliders, etc. are behaving as needed is an important part of reviewing whether or not changes are appropriate to merge or whether the PR needs more work.

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osse101 commented Apr 30, 2017

-Gamepad sensitivity
I didn't see any difference between (lower sens + higher paddle speed) vs (1 sen + low paddle speed), so I think you're right in keeping sensitivity at 1 here, and it is paddle speed to adjust. I did not notice reduced response time with lower sensitivity, other than lower paddle speed. The numbers you choose, feel too fast to me.

-sliders
I was playing with paddle speed numbers and wanted to go below the range limit and the slider stopped me, so the number spread needs to be really opened up. Not sure how useful it would be.

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fragmental commented Apr 30, 2017 via email

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osse101 commented Apr 30, 2017

In-editor I'd like to see Paddle speed slider go ~0.4 to 1.3. 0.4 because 0.7 felt too fast still. 1.3 because I want the option of trying a faster paddle speed. Ball speed I haven't played with. Max ball speed isn't actually used AFAIK.
An in game slider would be much more limited, +/-15% of what we decide on.

I was playing with gamepad, but I liked how keyboard play felt.

The current in-game values are what feel good to me and I don't want to retune them again before Humble Bundle release. Its a balance between shortest meaningful movement and how long it takes to cross the defense zone, and also how accurate your stop is.

Powers are intended to disrupt your opponents play giving them panic moments, if that is what you are looking for. We do need some way to prevent never ending games.

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fragmental commented Apr 30, 2017 via email

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The current in-game values are what feel good to me and I don't want to retune them again before Humble Bundle release.

Yeah, I don't think we should be making any unnecessary changes at this point, and shouldn't rush this PR on account of the Humble release.

That said, I really would love to get further real-world playtesting feedback (that is feedback that isn't from any of the core developers and isn't against AI) on the current handling. Without that, we're flying blind a little bit.

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fragmental commented Apr 30, 2017 via email

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fragmental commented Apr 30, 2017 via email

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I playtested this with a 17 yo, 15 yo, 10 yo and 42 yo. My feedback is based upon theirs and mine.

Definitely a good start! :D

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I tried rebasing this. Hopefully it worked ok?

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I found some more information on sensitivity here https://docs.unity3d.com/Manual/ConventionalGameInput.html
It says: "Speed in units per second that the the axis will move toward the target value. This is for digital devices only."
I'm not sure what that means, though. Does "digital devices" mean that it has no affect on the analog joystick axis? What is the target value? The value the axis returns is 0 to 1 for up and 0 to -1 for down. Is that what they mean by target value? If the value is speed in units per second, does that mean a higher value is faster or slower?

I've tried asking on Unity Answers but have received no reply.

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@osse101 Be aware that the values on the sliders get reset, every win state, back to their original values set in void start(). You probably read that in the first post, but I'm reiterating just to be sure.

fragmental and others added 17 commits May 2, 2017 02:18
…ll, more than once per second.

I also added some code that lowers the center of mass of the spinner rigid body, by 0.1 on the y axis, which prevents the spinner from being stuck horizontally.
removed interpolation, upped send rate
…t sensitivity for Y values on controllers back to 1.0. Speed values can be set with a slider on their respective scripts, or hard set in their start function.
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5 participants