Bombshell

Bombshell

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Frederik Schreiber  [developer] 3 Feb, 2016 @ 12:06pm
Community Feedback: Controls
Hi Guys.

First of all, thank you for all the support!
We are more thankful than you can imagine.

As you already know we're working on a lot of major overhauls, and minor fixes, to make sure the game just keeps getting better.

Every now and then we need feedback from you guys, and this is one of those times.

We've seen quite a few reviewers and fans have issues with the controls, without any clear indication of what we could do better. That is why we're reaching out to our community. We want to know how you would like to see the controls improved.

Currently the game consists of two control schemes.

- WSAD + Mouse, which works like a First Person Shooter.
- Twin Stick (Controller) + Hold B to Auto Lock-on enemies. This scheme was heavily inspired by Valves Alien Swam.

We would love to know how you would like to see the controls improved. Everything goes. Detailed descriptions, video references, detailed analysis or references to other games we can try out that has a tighter control scheme, which we can get inspired by.

Thank you so much guys. With your help and support we're going to do our absolute best!
Last edited by Frederik Schreiber; 3 Feb, 2016 @ 12:10pm
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Showing 1-14 of 14 comments
JenzAmaka 3 Feb, 2016 @ 3:08pm 
Speaking of WASD + Mouse. It would be nice if "bCameraRelativePlayerMovement=" was in the option menus. It makes FPS controls more FPS style controls by making your character go where you are aiming, and A + D strafes from where ya lookin'. It made moving around and using abilities easier, since it sorta played like FPS shooter.

Another suggestion is having a laser pointer. Something like this http://puu.sh/mUOwS.jpg
Would make shooting, moving and using abilities a bit easier, because players will always know where it goes.

And as many have already complained about zoomed in view, I would also add a new toggable key/button for camera zoom out. Oh! and I would make it customizable.

Other than that, it's all good.
Well... theres few other issues...

- Make Mouse sidebuttons bindable!
- Maybe make Shelly brighter or something to make her more distinguishable from all others.
- Add option to remove mouse acceleration/smoothing completely!
- Maybe Add new option to display Health/Shield and Ammo on side of the crosshair like HL2 -> http://puu.sh/mUQ33.jpg
- Maybe Add question if they want to leave the level when the player still has some quest(s) left in their quest log.

That's all I got at the moment, and thanks for not abandoning us!
NewMoonShadow 3 Feb, 2016 @ 4:31pm 
In gamepad mode, my ony real complaint about the controls was that the auto-aim should always aim at the nearest enemy, no matter how close. It didn't happen often, but a couple of times I would turn and fire at an enemy three inches in front of my nose, and the auto-aim would make the bullets fly past him at the enemy ten feet behind.

Also maybe put a delay of a few seconds on the time in which you can manually detonate Bowlingbombs. More than once I hit the button, and she didn't seem to throw immediately. So I hit it again, and I immediately exploded. I thought for a while that it was just randomly exploding on throw until I realized they could be manually detonated.

Besides those, jumping has a floaty-weightless quality to it, but I don't really consider it that big a deal, though I guess there are those who would.

Also I would reccomend raising the directional pointer in Gamepad mode off the floor somehow so that it doesn't go under things. It kind of defeats the point of its existence if it vanishes while you're trying to aim up stairs.
Last edited by NewMoonShadow; 3 Feb, 2016 @ 4:32pm
mblackwell 3 Feb, 2016 @ 5:31pm 
So here's the skinny control wise:

(assuming WASD here)
1) When placing the cursor over an enemy, Bombshell should always lock on to it as long as its within the cursor's radius (at least within the radius of the artwork). This should be a "soft" lock and if the cursor drifts over another enemy it will lock on to that instead. It should always work like this, no exceptions. Enemies caught in the cross fire should definitely be struck of course.

2) Animations should never override controls, it should be the other way around. Control inputs like the Bowling Bomb should interrupt the current firing (or other) sequence.

3) The game should always "fire" if the fire button is being held, assuming you haven't performed another action. If you do, as soon as that action is over Fire should resume. The game does NOT hold to this currently and there are numerous situations where you might be attacking an enemy, perform an ability, and then be locked out of firing until you cycle the button. You should never have to lift your finger off the button and press again to resume firing unless it is specifically a semi-automatic weapon.

4) Camera zoom and pitch should be configurable. Zoom should be able to go out about 150% of current default, and pitch should be adjustable from completely isometric to completely top down (assuming the assets support it).

5) By manipulating your ambient occlusion buffer you can draw a dynamic shadow under Bombshell onto surfaces at all times. This would make gauging where you will land when you jump much easier and improve its "feel". This can be done other ways too, like stencil projections or whatever, but it's nice to get something simple to implement and dynamic to boot.
[ROTT] hackman 4 Feb, 2016 @ 7:00am 
I definitely agree on the target soft-lock. Esp. those little f*ckers are so hard to hit, it's like you waste 66% off your ammo. And there are so many.
CodeELamp 5 Feb, 2016 @ 5:50pm 
I was just thinking about controls today, I really believe that Bombsy's arm needs a Laser sight on it that reacts to enemies. As in, when the laser is on an enemy the dot can clearly be saw on their body. I have a hard time knowing where I am actually aiming cause I'm not focusing on the crosshairs, Im focusing on the enemys position. Seeing that laser react to an enemy would help me alot, especially using PMS, I can hit crap with it unless Im at medium close range. Also a mild form of auto aim would definatly help!
PapaKarlo 8 Feb, 2016 @ 4:18am 
Yep, something with autoaim. It's presented with mouse controls, but I can't figure how it works. Sometimes it locks on the smallest enemy, when I'm shooting one meter to the side of him, and sometimes bullets fly right through the shoulder of a big-main-grunt. Almost like it was designed as "This small fckers are so small they will be triggering auto-aim, and these grunts are fat enough for player to shoot them manually". It's really makes some inconsistent gameplay.
Nightioz 9 Feb, 2016 @ 1:34pm 
Being a left handed gamer I often find the WASD controls annoying, so I often re-configure my keys to the numpad keys. For Bombshell I have a request for making it possible to use these correctly.

As it is now I can only use those numpad keys if I turn off the Num-lock, which is kinda wrong. And in the same time I can't configure Key 5 for anything which makes the numpad system only working half as good as it could in Bombshell.

And then for the mouse, I would so love to be able to configure my side keys (Button 4, 5 and so on, on a mouse with more then regular keys). This is not supported in Bombshell right now.

It would be an amazing feature to be able to have Shelly's special power on my sidekey on the mouse instead of a key on the keyboard.

Would make the gameplay even more fluent.
Durango 11 Feb, 2016 @ 2:54pm 
Controls in Bombshell is something I don't have to complain about. For what is worth, I think they are fine the way they are. Only quality of life improvement for me would be indeed side buttons of mouse. For some reason, one of them open the console just like TAB would. It's annoying.
omed_86 21 Feb, 2016 @ 12:43am 
Hi :)
I am playing with a controller, and I can't seem to pan the map? I have to use the mouse when I want to.
Using a PS4 controller with DS4Windows.

Also, I find the weapon wheel is a bit unresponsive at times. Like, I would think I have picked a weapon but it actually doesn't register.
If I may suggest: Being able to use the d-pad instead when you hold Y. Might be faster and more responsive that way :)
DarkJedi 21 Feb, 2016 @ 5:50am 
Being able to configure weapon selection order would be awesome. Hate situations where you are in close combat with the Motherflacker, run out of ammo and the game automatically switches to PMS, which is a invitation to self-destruct at these ranges.
Mankotron 24 Feb, 2016 @ 10:47am 
Would be nice if we can get an option to change dashing-skills from facing direction to moving direction. I play with a PS4 controller btw. so I dont know if it is different when playing with KB+mouse.
RoryG40 3 Mar, 2016 @ 2:16am 
One of my only major gripes was... the map buttton being on the analog stick. So hopefuly you guys addressed this issue. Cause nothing worse than the map constantly popping up during battle, especially a boss battle. If you can correct this now in contoller settings, then job well done. If not something to think about. I am using a microsoft 360 controller. :PickupUzi::rbiggrin::Repair1:

P.S. You can see that's the only thing I really get mifted about in my video here. At 16:02 it starts with the analog button, and 20:04 and 20:39... of corse when things start to get intense... lol
https://www.youtube.com/watch?v=S3__WQLycB0
Last edited by RoryG40; 3 Mar, 2016 @ 2:38am
Frederik Schreiber  [developer] 17 Mar, 2016 @ 6:53am 
This has been fixed in the new patch :)
Nacery 2 Sep, 2016 @ 3:40am 
My main gripes with controls is that the DASH ability depends of the crosshair direction. It would be much better if it depended of character movement direction instead. Not only it will make the defensive movement more usable but also it would make it better standout from the PUNCH ability (DASH defensive/movement, PUNCH offensive/attack).

Also making the ability selection wheel a toogle that auto leaves when a different active ability is chosen.
Last edited by Nacery; 2 Sep, 2016 @ 4:46am
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