Lemme preface this with some history: the original motivation for me to develop Rubicon was to see if I could make a better control scheme for Asteroids using the mouse. The core mechanics of the game are centered around it. The trade-off between moving and shooting, aiming and steering, and being able to smoothly and immediately transition between the two. Any port to another kind of control interface is going to be just that: a port, awkward and a little mismatched to the design of the game itself. Alas, the conventions and expectations of the shoot-em-up genre thereby seem to have taken me by surprise. I didn't expect people to demand controller support with such vigor. I was hoping people would meet the game on its own terms. I didn't even bother to do a final check for controller functionality before shipping the previous patch, which was a mistake: plugging in a controller doesn't work, the button just flashes angrily. That was sloppy of me, my bad. Good news is that it's now fixed. Plugging in a controller at ANY point in the game and holding a button down for a second or so will automatically activate controller control. Bad news is that I'm still not happy with the implementation, I consider keyboard+mouse vastly superior for this particular game. I'm still poking around with it and hope to update soon with a slightly more elegant scheme. Until then, I'd like to hear any criticisms of the current setup + suggestions. Controllers are not my forte, and I welcome the comments of those of you with more experience.
[ 2015-11-11 20:00:08 CET ] [ Original post ]
Lemme preface this with some history: the original motivation for me to develop Rubicon was to see if I could make a better control scheme for Asteroids using the mouse. The core mechanics of the game are centered around it. The trade-off between moving and shooting, aiming and steering, and being able to smoothly and immediately transition between the two. Any port to another kind of control interface is going to be just that: a port, awkward and a little mismatched to the design of the game itself. Alas, the conventions and expectations of the shoot-em-up genre thereby seem to have taken me by surprise. I didn't expect people to demand controller support with such vigor. I was hoping people would meet the game on its own terms. I didn't even bother to do a final check for controller functionality before shipping the previous patch, which was a mistake: plugging in a controller doesn't work, the button just flashes angrily. That was sloppy of me, my bad. Good news is that it's now fixed. Plugging in a controller at ANY point in the game and holding a button down for a second or so will automatically activate controller control. Bad news is that I'm still not happy with the implementation, I consider keyboard+mouse vastly superior for this particular game. I'm still poking around with it and hope to update soon with a slightly more elegant scheme. Until then, I'd like to hear any criticisms of the current setup + suggestions. Controllers are not my forte, and I welcome the comments of those of you with more experience.
[ 2015-11-11 20:00:08 CET ] [ Original post ]
🕹️ Partial Controller Support
- Starship Rubicon - Linux [1.54 M]
In Starship Rubicon, Earth has been casually destroyed by a mysterious race of space-faring invertebrates. You are a fighter pilot whose cryopod has been collected by a possibly-insane AI, who has placed you in the unenviable position of being humanity’s savior. Shanghaied and alone, you must gather the remaining human survivors and traverse the surprising biodiversity of deep space to find a new home.
{NeoGAF writeup}
Key Features
- Quick Gameplay - Pilot your ship in fast-paced shoot-em-up, featuring a unique approach to arcade physics and controls.
- Customize Your Ship - Upgrade your ship with a Tetris-styled hangar bay as you find weapons and items on your quest.
- Randomized Universe - Make your way through a diverse galaxy as you encounter interesting new lifeforms. Each play session generates a new path of enemies, allies, and items.
- Casual Roguelike - When your ship blows up, that's the end of the line for that game. However, if you collect enough crystal shards by the end of a sector you can save your ship to re-launch it on another level.
- A Fleet Of Ships To Play - Do you prefer fast ships for run and gun? Do you like something that takes a punch but isn't as agile? Start the game with 3 different ships and spend shards to unlock more ships with unique abilities!
- Mod-friendly - Since ships and weapons are exposed in simple external .lua scripts, modding and creating your own content only requires a text editor!
- OS: Ubuntu 10.04
- Processor: 1.6 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL-supported
- Storage: 35 MB available space
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