"Warning: Entering ecological dead zone. Adding report to databank." - That one Subnautica voice over
Having a fully customizable deadzone is something that ive seen in only one game yet has improved the experience so much as sombody with stickdrift
oh, cool! my first thought was a dead zone being a space where enemies can't spawn or something, but this is nice to know :)
My best use cases for Joystick Deadzones are the following: 1: Preventing Stick Drift 2: Preventing Snap Back
Your little videos about Isadora's Edge are perfect for me, as they tell me things I can very well benefit from in my own video game I'm working on right now! Thanks a lot! This with a little pan ahead (where the dead zone moves a bit slower than the camera to make the camera pan ahead when running) will probably be my camera movement of choice.
I would recommend moving the camera deadzone so that the deadzone relative to the camera moves away from the side of the screen that the screen is scrolling towards so the player can see what's ahead of them (if you dash to the right, the deadzone goes to the left, causing the camera to pan ahead of you), Cave story does this by not only checking moving, but also your facing direction. The joystick deadzone's unintentional movement is called "joy stick drift". Because physical sticks don't perfectly center themselves (espically due to wear and tear), having little to no deadzone causes the game to think you tilt the stick when it's not.
When making my 2d platformer project, I used Lookahead and dead zones together
For camera movement I typically like to use a lerp to make the camera follow the player, which inherently creates a soft dead zone and a soft maximum distance of the camera
A dead zone refers to a specific area of brain tissue that has been damaged and is no longer functioning properly, essentially a region where nerve cells have died, leaving a non-active area within the brain
Wait this is exactly what I've been looking for the past 3 weeks...I didn't know what the term was called Thank you
An important thing with camera dead zones is being careful to make sure that if you jump in place, it won't change the before vs. after of the camera location. Additionally, you'll want the dead zone to move in relation to the player's current actions so as to prevent speedsters from being unable to see what's right in front of them.
Actually a dead zone is a place where a lot of ghost Leviathans spawn
Stick dead zones are especially important when the controllers for the platform you're releasing the game into have sticks which are very prone to drift over time. That slight right offset from the complete center should not be taken as an input. Yet certain evil games do. Which basically means you can never have a neutral position again.
there's also a hitbox deadzone thats very common in fighting games where an attack has a hitbox that cannot be blocked. ie attacking with the very end of a swing so that any block/parry response doesnt actually activate against it because the damaging hitbox extends the activation.
I literally learned about this yesterday. Wish I saw your video earlier. Very clear explanation.
You know what, f*** it. I've wishlisted the game. Your educational shorts worked. I may have not gotten into HK but this one looks neat.
double the dead zone. one to activate the camera movement. the other to center the camera. centering dead zone deactivated when your character stops moving. now stutter stepping in a single direction wont affect the camera (unless you decide to stutter rather far)
The game looks cool!
The dead zone for the stick would allow you to counter stick drift as well.
@BunnyRabbit.