I, for one, definitely prefer the virtual joypad controls.
It’s accurate, comfortable, moveable to wherever suits the user best, and do not require the hand to fly around over the screen – hiding portions of it.
Definitely a plus for BattleSquadron ONE to offer multiple controls!
That is a done deal 🙂
Now I’m old, perhaps I am too lame to play at Battle Squadron 😀
Well, I tried the both “touch” control, and I though the “fastest” one was already too slow for me.
I understand well that the game was made for classic joystick control, so the speed of the spaceship was given by the game engine itself, but since we are able to move the ship directly on the screen with our fingers I think we can give some freedom to the game 🙂
I really want to try that (if possible)!
I should have been clearer. It was not implemented in the beta1 version, but in an internal working version some weeks ago… that is why you cannot find it 😉 We may be able to implement it as a highly explorative control type (without proper collision control) in the beta2 for quick feedback. We will take a look 🙂
Yes, that’s what I understood at first 🙂
Concerning the control, I would like SO MUCH that it works like in DodonPachi or EspGaluda 2 from CAVE.
I think most of people (that include me) are already whinning about the game difficulty (hardcore challenge!), I think the game will be easier to play if the touch control will be like in DodonPachi (or most of the shoot’em up on the AppStore).
It’s really simple to do:
the spaceship MUST follow the finger without ANY delay 😀
So with immediate response (the spaceship is instantly where you finger is) the game will be a little bit easier, but on top of that, the BETTER thing will be that you will remove a LOT of frustration to the player because you can’t complain about the game if you lost but just against yourself 😀
Hi Rez, We did indeed implement a test version of the CAVE-type control system as a test in BS ONE There was indeed a nice feeling about this One issue is however that the game play for BS is not really designed for this type of movement (using “one hit out” with precision control rather than energy) and in the test version you could furthermore (sometimes) move through the bullets etc. We will give it another consideration…
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