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EIGHT DIRECTIONAL MOVEMENT DELAY

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I'm working on a game with an eight directional movement system and I'm wondering if there should be a delay in movement to make it easier to idle in a diagonal position. Without a delay, I noticed the timing to idle in a diagonal position is stricter.

Here's an example:
When the player presses up and right they'll move diagonally in that direction. While in motion, if the player holds up and lets go of right they'll start moving up and if they let go of up they'd idle in the up facing direction; however, if they wanted to stop moving and idle in a diagonal facing direction they would have to let go of up and right at the same time, however due to player input error this doesn't always happen. I've found this happens a lot more on a gamepad versus keyboard.

By adding in a delay, before the player can move in a non diagonal direction, it makes it easier to idle in the diagonal position but this could affect the player in a situation where they wanted to move instantaneously. It's basically a trade-off of more precise aiming vs. tighter movement controls.
author=xArcticMonkey
I'm working on a game with an eight directional movement system and I'm wondering if there should be a delay in movement to make it easier to idle in a diagonal position. Without a delay, I noticed the timing to idle in a diagonal position is stricter.

Here's an example:
When the player presses up and right they'll move diagonally in that direction. While in motion, if the player holds up and lets go of right they'll start moving up and if they let go of up they'd idle in the up facing direction; however, if they wanted to stop moving and idle in a diagonal facing direction they would have to let go of up and right at the same time, however due to player input error this doesn't always happen. I've found this happens a lot more on a gamepad versus keyboard.

By adding in a delay, before the player can move in a non diagonal direction, it makes it easier to idle in the diagonal position but this could affect the player in a situation where they wanted to move instantaneously. It's basically a trade-off of more precise aiming vs. tighter movement controls.


Use the one that you feel will help the player most. Who needs to idle in a game? There better not be a mini-game in your game called a waiting contest! I believe you should do the non-idling idea, where you can move instantaneously.
Unless you need to do something while still that requires a specific direction it shouldn't matter but if you do what you could try is to make the direction facing being the last direction moved and it requires releasing a key before it lets it register as a direction change so that for example if they held up and right and then stopped they'd have to release them both before they could be used to change direction. That's probably the compromise between speed and control with only a tiny speed drop.
Actually solved this in a way I didn't even think about. I was treating diagonal movement differently from normal movement and I solved this by actually having the diagonal movement just return to an idle state rather than having it switch to normal movement when the player released one direction but not the other, if that makes sense.
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