There’s issues with all the analogies. If I tilt the stick left, if it was my neck, then I would roll my neck to the left and I’d need to twist the stick to look around. Perhaps this is the missing control scheme we’ve been waiting for.
Comment on Who plays like that x_x
steeznson@lemmy.world 3 weeks agoIt’s more like the analogue stick is representing your characters neck. IRL you pull your neck down to look up, and vice versa.
boletus@sh.itjust.works 2 weeks ago
Dijon@sh.itjust.works 3 weeks ago
Sure but then with this perspective, shouldn’t left and right also be inverted??
steeznson@lemmy.world 3 weeks ago
I care more about the vertical inversion than the horizontal one. Not certain why. Have played with horizontal inversion on before and it didn’t bother me much after a minute or two.
Zink@programming.dev 3 weeks ago
Not necessarily, IMO. You tilt your head back to look up, but you don’t tilt your head left to look right.
I think it’s an issue of mapping potentially 6 axes of movement to a 2D plane. They don’t all line up the same way. Left and right in the game line up with left and right on the mousepad, but up and down in the game map to forward and back with the mouse.
Thinking of the mouse being glued to the top of your head works better for me.
BillBurBaggins@lemmy.world 3 weeks ago
No because when you look left your head doesn’t tilt right. When you look up your head tilts backwards
AlfredoJohn@sh.itjust.works 2 weeks ago
No your using a reference point at the back of you head to say its tilting back when you look up, if you keep the same reference point for the horizontal axis you are turning the head to the right to look left, etc.
BillBurBaggins@lemmy.world 2 weeks ago
I thought the reference point was the top of the head not the back