Dragon ball unreal controls controller

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I'll pay to come help, that's how much I'm interested in moving this technology out of the middle ages and into something that makes any sense at all. And I volunteer to work for free and come and help whoever up there in the ivory towers of game controller makers wants my tireless help figuring out how to do this right. The controllers should be intuitive and obvious. The current hardware for all of these games should be so much easier to use than they are. If I want a steering wheel in my hands, I'm pick up a frisbee. Your menus and such are the backs of your hands and two or three areas on your forearms, and you shouldn't have to hold onto any thing real to control the interface. your quick buttons are then your fingertips. You see them when you have the headset on, and the buttons should be huge with huge words written on them ingame to describe what each button is for.

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The controlers don't need colors or words on them or any fancy design, because you never see them while you're playing. And then put the detection collars around the wrists. Each of your finger tips should have a small button that only activates when you touch them with your thumb tip. There should be a button on the back of each of your hands. Remember the game Simon from back in the 1980's? Those should be the size of the buttons, and there should be huge buttons on your forarm front and back. The VR experience doesn't need hand held controllers.

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