I like this! Weird mix of beauty and horror, so stark. Also like the brutal avoidance of doorframes. Some of the rooms are unsettling (rising “+” things), some are elegant (the “calligraphy”). The music really fits too – definitely makes that overwhelming atmosphere
Why do 90% of freeware 3D games not let you customize the controls or invert the mouse?
I have never been able to get used to the “push forward to look up” control method favored by about 99% of freeware games.
Why? Because you’re controlling a camera, not a pointer. In real life if you’re standing behind a camera and want to tilt it up, do you push on it? Of course not, that would tilt it down. You pull back on it. Look up at the ceiling. Did your head go forward? No, it went back.
Every single commercial game with mouselook allows you to invert the Y axis. Some games even come with it inverted by default and you have to manually change it if you want it the other way.
Unintuitive controls can kill a game. I’m assuming that the people who write these games want people to play them. So why is so little thought put into the controls?
people in the analogue stick generation don’t tend to use inverted mouse. many of the others can get used to either. you’re in a minority. people may or may not decide it’s worth catering to such a minority, or overlook the demographic and not regret it too much afterwards.
(physical analogies can be constructed to justify inversion or non-inversion)
i tend to ignore mouse inversion unless people bring it up, then i usually add a quick toggle in on a per-game basis.
adding in input managers and the like takes work, and people doing freeware games might decide it better to spend their limited time elsewhere. the unity game engine has an input manager by default, but it sucks and, in particular, doesn’t support mouse inversion.
I like this! Weird mix of beauty and horror, so stark. Also like the brutal avoidance of doorframes. Some of the rooms are unsettling (rising “+” things), some are elegant (the “calligraphy”). The music really fits too – definitely makes that overwhelming atmosphere
I agree about the music – subtract that and the experience completely changes.
top 40 club hits would have made a huuuuuuge difference
This is neat.
Those playing in Ubuntu may have to install a lib first:
sudo apt-get install liblwjgl
then run with:
java -jar miniLD.jar -fullscreen
thanks!
Why do 90% of freeware 3D games not let you customize the controls or invert the mouse?
I have never been able to get used to the “push forward to look up” control method favored by about 99% of freeware games.
Why? Because you’re controlling a camera, not a pointer. In real life if you’re standing behind a camera and want to tilt it up, do you push on it? Of course not, that would tilt it down. You pull back on it. Look up at the ceiling. Did your head go forward? No, it went back.
Every single commercial game with mouselook allows you to invert the Y axis. Some games even come with it inverted by default and you have to manually change it if you want it the other way.
Unintuitive controls can kill a game. I’m assuming that the people who write these games want people to play them. So why is so little thought put into the controls?
people in the analogue stick generation don’t tend to use inverted mouse. many of the others can get used to either. you’re in a minority. people may or may not decide it’s worth catering to such a minority, or overlook the demographic and not regret it too much afterwards.
(physical analogies can be constructed to justify inversion or non-inversion)
i tend to ignore mouse inversion unless people bring it up, then i usually add a quick toggle in on a per-game basis.
adding in input managers and the like takes work, and people doing freeware games might decide it better to spend their limited time elsewhere. the unity game engine has an input manager by default, but it sucks and, in particular, doesn’t support mouse inversion.