input filtering, more gameplay music
basic averaging input filter system now in the input curves menu.
The intent of this input filtering system is two-fold. The average player who has a quality input system (high performance joystick(s) or high performance keyboard) likely will not desire input filtering. However, players using budget joysticks, gamepads, or keyboards can benefit from it. Budget potentiometer values can be spikey, particularly when in motion, and often more dramatically so when just starting to play, or when having left the controller to sit for a period of time. Players may not even know that their input is spikey, and think it is their lack of warmup, however by monitoring the values fed by the controller to the computer, a lot of jitter and high values at low inputs can be seen. These spikes are usually small enough that a few frames of readings added together and then divided (to average them) can result in a more accurate reading of the joysticks true position.
For keyboard players, input filtering can also help control their inputs, because a keyboard is a digital input. I have noticed that keyboards naturally have some degree of "ramp up" in the input value,, they do not simply go from 0 t o1 ,, there is a gradual increase. However, this increase is still fairly rapid and depending on the player, it may be desired that this "ramp up" take even longer, so that tapping the keys can more easily result in lower inputs (for example, when precision pointing or docking). Using input filtering allows the player to increase the number of frames averaged up to 50 (in this version),,, The downside with such a high value, is that when the key is released, the decrease in input is also gradual,, so I suggest that between 10 and 30 is probably the most useful band for keyboard players wishing to have more precision from light tapping.
I experimented with an AI music generator, and added a handful of tracks from it, these genres include mostly electronic, but a bit of hiphop and trap beats. The total music genres included hopefully has enough diversity that most players can feel they are not trapped in a single music style. My approach to music style is similar to art style in this game. I do not wish to have a distinct style, and instead would like the game to be compatible with all styles. For example, if the gameplay is not different, then it might be possible in the future to have better graphics, retro graphics, or other graphics focus (based on preference of the player) ,, and likewise music would be just up to the player somehow. My actual recommendation in the case of music is to have your preferred music on a separate player, and simply turn the music down in game. THe downside of this is that the menu music is on the same volume as the gameplay music, however I want this to remain this way because I don't want the player to have to pause the game to adjust the music right after they adjusted the music volume in the main menu.
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Get Ace Racers SP
Ace Racers SP
space drone racing practice
Status | In development |
Author | tsmspace |
Genre | Simulation, Racing |
Tags | 6-axis, joystick, newtonian, Physics, rockhopper, Space, Space Sim, trainer |
More posts
- summary of some recent changesJan 28, 2024
- config revampJan 04, 2024
- rotation assist updateDec 24, 2023
- rubber ducky testDec 17, 2023
- experimental tunnel sectionsDec 14, 2023
- changes since last updateNov 30, 2023
- "export to path" option in main menu exportNov 17, 2023
- training levelsNov 13, 2023
- Officially ready for initial playtest!Nov 02, 2023
- Some toggles in the options, instead of keypresses onlyNov 01, 2023
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