Glad to hear you're on the recovery end! The wildfire is now the largest in recorded California history. Things have normalized since our two-week evacuation, but half our neighborhood is charred rubble and chimneys. Fortunately my house took almost no damage. The fire took half our yard but was stopped by a stone path that bisects the yard. Hard to believe how lucky we are.
(2017-12-29, 14:36)grumpygamer Wrote: Anyways I saw these mockups and I have no clue what they're about! It seems waay too complicated! I do however really like the avatars.
At least they're an improvement over the beast of complexity that was my first attempt!
The player window has two purposes - assign people to console ports, and assign virtual hardware to console ports. I suppose this could be simplified by splitting these tasks into two windows?
(2017-12-29, 14:36)grumpygamer Wrote: For me it makes no sense to have controllers attached to players that way, it seems a bit counter-intuitive, also it seems that one player has a hub then another hub with a joystick with another hub... etc etc...
The problem is we need a single standard for how to attach controllers to players. The standard I've illustrated is called "depth-first" because players are assigned by expanding hubs first before visiting subsequent ports. The alternative is "breadth-first". Do you think this would be more intuitive?
The mockup with the three hubs is just an example to show how the depth-first assignment works. In practice, emulators will limit each port to a single hub.
(2017-12-29, 14:36)grumpygamer Wrote: I am left wondering if it would be better for the system to figure out how many players you want and map them automatically with a hub or the likes...
There are two problems.
One, the system doesn't know how many players you want. Due to joystick driver bugs, some controllers are "ghost" controllers (like PS4 motion controls). Some joysticks use keyboard drivers, so they're not visible to the system.
We can certainly guess the number of players and set the hubs automatically, but that leads to the second problem - hubs are unsafe. Some SNES games don't work if one is attached.
(2017-12-29, 14:36)grumpygamer Wrote: Also I think the view would not be player with joystick... as the joystick is not physically attached to a player (I've never heard such fetishes, but one never knows hehe), but maybe the avatar could sit under the playing device.
My decision to put the players above the controllers is partially due to my joystick fetish, but also because my avatars came with parachute frames, so dragging them upward on a touchscreen will cause them to deploy their parachute and float back down.
The skin actually has control over this. It can place the controllers above or below the avatars, and the controller vertical alignment and navigation take this into account. So we could choose either layout for Estuary.
(2017-12-29, 14:36)grumpygamer Wrote: Anyways I'll try and mock something up soon.
Looking forward to it! Let's aim for a hangout next week.