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Description
As of this writing: Zelda64Recomp's current gyro sensitivity is based on a numeric sliders. which is fine and dandy...
However, it's far more ideal to replace the numeric sliders infavor of one that is based on the angle movement of said controller. Basically, and to quote GyroWiki:
An advantage specific to gyro controls in 3D games is that there really is one good scale for sensitivity, because a real world rotation is being mapped to an in-game rotation. For any 3D camera-controlling game with gyro controls, a sensitivity of 1 should mean that if you turn the controller 37.5° to the left, your camera or aimer should turn 37.5° to the left. If you want steadier aim for distant or small targets, you could reduce it — a sensitivity of 0.5 means in-game turns are only half your real world turns, making it easier to precisely fine tune your aim. If you want a wider range of motion without having to turn your controller uncomfortably far, you could increase it — a sensitivity of 2 means in-game turns are double your real world turns. Let's call this the "natural sensitivity scale".
The natural sensitivity scale makes gyro controls more simple for players, because they can easily understand what the gyro sensitivity means. It also helps the transferability of gyro controls between different games, assuming multiple games actually share this scale. This makes it easier for players to pick up gyro controls in one game if they've already learned to use them in another.
but if you want the TL;DR: "1.00x" in-game camera movement is relative to the controller's tilt movement, but increasing it to...2.50x doubles the in-game camera movement while still making the same movement.
This standard has been employed in selected commercially-shipped games like Fortnite, The Finals, Call of Duty HQ and Marvel's Spider-Man 2, and it would be nice to see Majora's Mask's Gyro setting to use the same functionality.
However: I feel like it might require overhauling the entire camera system inorder to be more 360-degree angle-based, which tends to be the best way forward while future-proofing N64-based Recomps that plans to UseZelda64recomp as the basis