Focused Prototype for flight dynamics
For our final university game project, we are making an assymetrical multiplayer game, which pits a force of outsourced drones against a ragtag group of geurilla fighters.
I'm busy working on the control scheme for the drone faction; the problem is that I am a sucker for punishment. I've linked to a build of a prototype I created to test flight dynamics. I'd really appreciate some constructive input about how best to improve the feels.
You'll need an Xbox controller to play the build. The goal in this prototype is to shoot all the prisms, and then fly through them, before finally landing on the platform.


Controls are:
LT: apply thrust
Left Analogue stick:
X-Axis: Yaw
Y-Axis: Pitch
Right Analogue stick:
X-Axis: Roll
Right Bumper: Fire
Back: Switch Camera Mode [1st, 3rd, Orbit(please don't ask me why)]
Builds:
Windows
Mac OSX


Drone.png
1896 x 726 - 740K


Drone2.png
1902 x 876 - 668K
Comments
I tried this with my PS4 controller with InputMapper as an emulator (I do this with all of my games; in pretends to be XInput and most games pick it up as a 360 controller, so I figured I'd give it a try), but I couldn't get it working at all. It kept rolling even with neutral input, and the same button that does thrust also changed the camera mode. I tried remapping them in the Unity startup menu thing, but it still derped around. Oh well. :(