microsoft not allowing devs to self-publish
Ummmm. Kotaku may have jumped the gun on this one. Seeing how on one of the screens shown at the reveal, the Windows 8 app store was clearly visible, basically meaning that potentially any Windows 8 app, including self-published indie games, would be available to buy on XBoxOne.
Let’s not jump to conclusions here. Kotaku already reported that used games would be unusable with the XBoxOne and Microsoft have flat-out denied that, so they may be wrong about a few things.
So you may remember a week or so ago I drew all the trolls.
I decided that for further practice, I would draw all my fantrolls, since they’ve been gathering dust for a good while now. Yes, I have fantrolls! I made a full set of 12 of them probably a year ago with a vague notion of doing a fan adventure, but then decided I ought to put my energy into original works and never did anything else. I am rather fond of them though and may reuse some of the characteristics and design aspects elsewhere in original work.
Because they were designed for a fan adventure, I never gave them names (as the readers would have supplied them) They all have a large chunky bio on my harddrive, but I’ll just give a quick rundown:
Pig: wilfulXenophile. A chilled out, peaceloving guy in demand for Auspisticing. Physically kind of weak, but mentally a powerful psychic.
Dog: unyieldingValour. Basically female Troll Problem Sleuth. Very loyal, doughty and meddlesome.
Rooster: scienceTriumphant. A Mad scientist with nefarious schemes who hides his blood colour and wears an Iron Man style suit.
Monkey: quakeRazor. A punk and rebel without a cause who likes to troll and prank everybody.
Ram: odysseusPaladin. A hardcore flarper and terrible artist who loves brightness (and so is the troll equivalent of a Goth) creates “Spirit Pictures” of friends.
Horse: missNobody. Insists to an excessive degree that she’s a perfectly ordinary troll and does everything she can to seem ‘average’ and not draw attention to herself…hmmm….
Snake: karmicLotan. Narrowly escaped culling. Now maimed and living in a cave. Has mind control abilities. Solitary and self-motivated.
Dragon: illustriousJanissary. Annoyingly cool bishounen troll with a fixation with swords and a tendency to try to solve all problems with them.
Rabbit: gentleHarbinger. Team Hacker. A complete wet blanket emo kid but blessed with probability-altering powers that turn everything in his favour.
Tiger: errantFeline. Alternia’s least stealthy cat burglar. Loud, dangerous and playful.
Ox: chivalrousDamsel. A delicate high class lady who lives in a tower…who is actually excessively strong and wrecks stuff all the time.
Rat: audatiousBaron. Booming, grandiose sea dweller with an obsession with size, always up to his eyeballs in Machiavellian schemes that never turn out well for him.
Sure, there’s been plenty of application of rumble in video game controllers for a long time, so what makes the “Impulse Triggers” on the new XBox One so special?
Each trigger has a motor inside to vibrate, and the rumble, which can be rather pronounced, can be programmed to operate per-trigger and at varying intensities.
The first thing I think of when I hear about this is racing games. There is an abundance of peripherals for racing sims, including expensive mounted wheels, full driver’s seats, motion-controlled wavy things, and even more. But for the casual gamer, or the person who doesn’t have the space in their living room for a large setup (or even one that requires a table or secured surface to be clamped on to), the gamepad is the only answer.
For me, I pick up a controller for a lot of my games just out of ease of use. I don’t have to plug anything in or set anything up. If I want to get a few races in on GT5, the Dualshock works great. But the one thing that more expensive wheels have always had over a gamepad is force feedback; the wheel fighting back against your inputs in response to the conditions on the track.
I see Impulse Triggers as a great way to bring this the XBox One controller. Some games kick up the rumble when you get off the road a bit, but communicating slip or loss of traction has always been problematic. It’s difficult to drive on the edge when you don’t know where that edge is. Using the left and right triggers as indicators for when your tires are losing their grip or when your steering is fighting you could be the way to go.
It would be something we’d have to get used to, but then again, I’m now more proficient at changing gears with buttons or flappy paddles on my wheel than I will ever be with a real gearbox. Once the learning curve has been surpassed, I believe that these new rumbl-y triggers could add a whole new dimension to racing sims.