Sky: Children of the Light

Sky: Children of the Light

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TGC Faraz  [utvecklare] 1 nov, 2023 @ 13:01
1
How do you feel about Sky with Mouse and Keyboard?
Hi Everyone!

Hope you're all doing wonderful :) I was hoping to have a discussion on the how the Sky PC Demo feels on mouse & keyboard.

Are you finding the controls to be responsive when moving through the world? Are you enjoying using KBM, or do you prefer using a gamepad on PC?

Thank you for your feedback!
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dxtstd 24 dec, 2023 @ 17:36 
so smoothly playing this game
Honestly it feels no different from playing it with a joystick or touch controls... only thing you cant do is move around at walking speed
dvdcvt 26 dec, 2023 @ 12:41 
absolutely love it, i have no problem with it, i adjusted really quickly, amazing job!
Sundush 26 dec, 2023 @ 17:14 
It would be nice if you could steer flying with the mouse rather than using WASD. Flying as of now is pretty smooth, but could be smoother with such additions.
GDSpectra 30 dec, 2023 @ 7:56 
Honestly, the only issue with all this is that keybinds for instruments are seemingly randomly scattered across the keyboard, thus it´s pretty much impossible playing sheet musics. It would be much easier if they start bound to numbers (from 1 to 0).
hyperNINE 31 dec, 2023 @ 23:33 
it would've been great if i wasn't so disoriented. Why is there an inverted look option for joystick but not for mouse?
The game perspective is often uncontrollable and not controlled by the mouse. The game automatically rotates the screen, which makes me feel unwell
J[Y]anin 9 jan, 2024 @ 9:07 
Ursprungligen skrivet av 豆腐卷:
The game perspective is often uncontrollable and not controlled by the mouse. The game automatically rotates the screen, which makes me feel unwell

Yes, the cutscenes or the camera being yoinked away when someone ELSE is doigna spirit is highly frustrating, especially as a PC player. For some reason it feels less annoying on mobile/Switch, no idea why I feel it's more acceptable there.
Ideally an option to turn off repeated cutscenes and" camera yoinking" would be fantastic.
Mouse and keyboard controls are very responsive. Switching between flying modes when one wants to is easier than mobile, and it is easier to avoid flying by accident when you meant to jump. There is an opportunity to have more varied jump and flight controls with more buttons. Going down ledges or into a hole is a fighting game with the background features that are great for their other intended purposes. Guiding spirit lights often drops/leaves the light behind when going downhill (I think the light either travels way too slowly, or has too much movement resistance), and flying up near a wall seems to go nowhere. I see where these features serve their own purpose in places and appreciate the work behind them. I look forward to enjoying the game further and with any upcoming polish.
D:\side\ 9 jan, 2024 @ 21:20 
Another minor gripe: I can't get used to the new flight mode indicator. I loved the sliding toggle on mobile because in addition to being a "tactile UI element" it's also a terrific unambiguous indicator that also makes spontaneous changes obvious through movement.

Plain icons are much harder to differentiate between in peripheral positions on the screen, character animation doesn't always make it obvious and sometimes the toggle button does nothing (which, I take it, is intentional).
D:\side\ 12 jan, 2024 @ 5:54 
Another gripe: since very recently in flight mode changing pitch via W or S changes the character's pose very rapidly (between fully folded and fully extended wing cape) and leaves very sharp corners in the trail. It's a bit jarring and I don't think this was happening before.
Senast ändrad av D:\side\; 12 jan, 2024 @ 5:55
Meowish 16 jan, 2024 @ 22:01 
Ursprungligen skrivet av D:\side\:
Another minor gripe: I can't get used to the new flight mode indicator. I loved the sliding toggle on mobile because in addition to being a "tactile UI element" it's also a terrific unambiguous indicator that also makes spontaneous changes obvious through movement.

Plain icons are much harder to differentiate between in peripheral positions on the screen, character animation doesn't always make it obvious and sometimes the toggle button does nothing (which, I take it, is intentional).

The PC version have placed a lot of the mobile "HUD buttons" on direct keybind and hides those button on the screen, like the joystick, flight toggle and camera buttons... which makes them easier to access imo... a quick button press on the keyboard or gamepad triggers the flight mode, and F12 does the screenshot. (It might be broken for Nvidia users as some mentioned though).

The animation delay or not playing could be due to latency, i have experienced some of that when the internet is slow or the game is crowded, even quest updates have a few seconds delay which sometimes makes me wonder if i've picked up the object or not, often made a u-turn only to find the object disappearing and the quest finally updated... same goes with emote, the 2nd emote cancels the 1st one so often if we do multiple emotes quickly some will not play due to the delays...

The main problem i have with the beta is the constant wrestle with the camera grab/snatch and sometimes it made me force landing without able to see where i am going, or worse, get me hurt or killed when it does that in the rain or during a black dragon/krill detection... this is worse on the gamepad compared to the mouse imo... This camera problem had been there since "Flower", got better during "Journey" and is now back in "Sky:CotL", well, not as bad as Flower but still, would prefer it gone. Especially when we want to enjoy speed in the game, camera grab can cause nauseating, and the game tried to grab our camera whenever we go near a cloud causing maneuver error like sharp turning and crashing downward/upward...

And like a lot have mentioned, the inability to set our own keybinds is hurting some of our playstyle. Wonder when will they enable that?
D:\side\ 17 jan, 2024 @ 4:20 
Ursprungligen skrivet av Meowish:
And like a lot have mentioned, the inability to set our own keybinds is hurting some of our playstyle. Wonder when will they enable that?
I think it's already there. Hit Escape, select Control, click Button mapping. I just launched the game to check, and it's there. It's a bit quirky in that it displays arrow keys as digits (as seen on the numpad), but it absolutely works.

Ursprungligen skrivet av Meowish:
The PC version have placed a lot of the mobile "HUD buttons" on direct keybind and hides those button on the screen, like the joystick, flight toggle and camera buttons... which makes them easier to access imo... a quick button press on the keyboard or gamepad triggers the flight mode, and F12 does the screenshot. (It might be broken for Nvidia users as some mentioned though).

The animation delay or not playing could be due to latency, i have experienced some of that when the internet is slow or the game is crowded, even quest updates have a few seconds delay which sometimes makes me wonder if i've picked up the object or not, often made a u-turn only to find the object disappearing and the quest finally updated... same goes with emote, the 2nd emote cancels the 1st one so often if we do multiple emotes quickly some will not play due to the delays...
My issue is with how flight mode is displayed. A toggle was a lot easier to discern than two very similar icons, and it had very easily noticeable animation when toggled in either direction.

And no, unwanted changes and non-changes of flight mode don't just come from delays, flight mode is sometimes locked for gameplay reasons. In various wind tunnels you usually can't transition to hovering. When flying up in flight mode you might spontaneously switch to hovering. These situations are obvious, but the game is also riddled with less obvious ones, such as when you hit invisible wind walls. The animation displays that poorly not because it's delayed, but because it's incomprehensible or even happens offscreen.

…which brings us nicely to the game yoinking camera controls on a regular basis, but I have nothing to add there. I've accepted it, but I do find it slightly annoying still.
wondible 17 jan, 2024 @ 5:56 
The current music challenge with 8 buttons is mapped weird for keyboard. I'd appreciated a mapping mode that kept the visual correspondence, such as uiop/jkl; or similar.
wondible 17 jan, 2024 @ 9:47 
I have trouble holding hands as a follower when the person is doing carry or handhold, the focus changes to the other player and I'm not able to complete the multi-tap to follow them.
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