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[Kickstarter] Aimpad™ - PC Gaming Analog Keyboard(creator taking questions) - Page 5

post #41 of 119
Quote:
Originally Posted by L36 View Post

Just because you don't understand how it works does not make it a failure.

I perfectly understand how it works. But its a failure regardless because its still a middle ground. The only games in which analog features matter are those in which you already use a gamepad or a wheel... and those will be better than such analog keyboard, let alone be cheaper.
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post #42 of 119
This is a pretty sick idea. I can see this being a pretty big feature touted by professional video gamers akin to the precision 120hz lightboost/crt monitors allow you to play with a lot more precision. I'd love to try one out. Would make a world of difference in racing games too.
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post #43 of 119
the only problem is that i want this in MX Clears switches, or.... at least Browns.


Linear is no-go for me, i just don't like bottoming out.
     
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post #44 of 119
Quote:
Originally Posted by prava View Post

I perfectly understand how it works. But its a failure regardless because its still a middle ground. The only games in which analog features matter are those in which you already use a gamepad or a wheel... and those will be better than such analog keyboard, let alone be cheaper.

I've gotta agree. In theory it sounds cool, but in all actuality what game can make use of this? I personally don't see a reason to use this over a traditional keyboard, or just a regular gamepad. In what game would this make any difference at all?
post #45 of 119
i definitely want one of these boards but i want abit more keys for MMOing and a analog joystick/dpad
post #46 of 119
Quote:
Originally Posted by Cyph3r View Post
 
Quote:
Originally Posted by Artikbot View Post

Why not a hall-based switch? Sounds a bit too overcomplicated to use IR emitters/reflectors/receivers.

Hall sensors use magnets. Would be too much interference between the keys on such a small scale I imagine.

 

You'd be surprised of the directionality of a linear Hall sensor, as well as that of a magnet.

 

Quote:
Originally Posted by thatleftnut View Post

I've gotta agree. In theory it sounds cool, but in all actuality what game can make use of this? I personally don't see a reason to use this over a traditional keyboard, or just a regular gamepad. In what game would this make any difference at all?

 

None. Because it doesn't exist, hence nobody knows how it will play or feel.

 

But if no one takes the venture of starting one, we will never know.


Edited by Artikbot - 4/5/14 at 4:43am
   
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post #47 of 119
Quote:
Originally Posted by flabioh View Post

Thank you so much for starting a thread here! My name is Lance Madsen and I am the founder of Aimpad. I have been in and out of different threads all over the place today and was pleasantly surprised to see so many people taking an interest here. To be clear, my intention is to not try and push you all into backing the project. If you like it, awesome. If you don't, I get that. It isn't for everyone.

Getting that out of the way, if you have any burning questions for me let me know. I'll keep my F5 key hovering over this thread this evening.

Thanks again!

thanks for popping in. Like many I have thought about this type of design for ages but It takes more than wishful thinking.

My questions:

1. Will you make a smaller keyboard variant? I like the numpad-less smaller keyboards like the Corsair K65 as they don’t interfere with the mouse when strafing (and I also don’t use the Numpad)

2. Will you offer at the very least WASD back lights?

3. Will you offer media keys for volume control and mute ?

4. Would you consider the possibility of integrating (variable) rumble somewhere into the chassis as an optional feature? You have already demonstrated the perfect compatibility with the controller analogue movement and I imagine rumble would fare identically too, if you did this then in all aspects the PC would be superior in control and feedback to a console controller.


thanks


*edit* forgot to add.. what are your stretch goals? would one be the ability to change the switches from blue to brown? or the backlight or the rumble etc..
Edited by Pip Boy - 4/5/14 at 5:42am
post #48 of 119
Quote:
Originally Posted by phill1978 View Post

thanks for popping in. Like many I have thought about this type of design for ages but It takes more than wishful thinking.

My questions:

1. Will you make a smaller keyboard variant? I like the numpad-less smaller keyboards like the Corsair K65 as they don’t interfere with the mouse when strafing (and I also don’t use the Numpad)

2. Will you offer at the very least WASD back lights?

3. Will you offer media keys for volume control and mute ?

4. Would you consider the possibility of integrating (variable) rumble somewhere into the chassis as an optional feature? You have already demonstrated the perfect compatibility with the controller analogue movement and I imagine rumble would fare identically too, if you did this then in all aspects the PC would be superior in control and feedback to a console controller.


thanks


*edit* forgot to add.. what are your stretch goals? would one be the ability to change the switches from blue to brown? or the backlight or the rumble etc..

It really is difficult to convey the experience which is why we are going to PAX so as many people there that want to try it can and you'll have more than just me trying to help gamers understand what it is like. If you like WASD movement and mouse aiming but want to be able to control your speed and direction using the WASD keys it makes perfect sense. Any game where adjustment in speed provides a meaningful game play mechanic (stealth games, ANY game with vehicles, tactical shooters, etc) or immersion factor relating to animations (RPG, 3rd person games, twin stick shooters, side scrollers, etc.) while still maintaining the superior aiming of the mouse is a good fit for this device.

Phill to answer your questions

1. A smaller keyboard variant is possible. Keyboard preference is pretty incredibly varied. Some want 60 keys, some can't live without the 10 key, some want as many keys that will fit on their desk. That being said making a compressed 60 key variant with shift modifiers (for the other keys on the keyboard like the F1-F12 keys for example) might make the most sense for us. So, it is a good thought.
2. Backlighting is a stretch goal at this point but an easily attainable one.
3. Dedicated Media keys might be a possibility but my feeling is that dedicated keys for media are somewhat unnecessary. It would be very easy to adjust the volume using the Aimpad analog keys to turn up the volume just a little bit or crank it up mashing the analog key down. You could also use analog to Fast Forward and Rewind Video using analog controls and any key could be configured to pause/play. The software we have partnered up with allows you to "Shift" the entire key layout by either holding down a button or pressing a button that "sticks" it in that mode. So in normal mode your keyboard would just be a normal 60 key keyboard. You "Shift" it to Blue mode and now your analog keys control the mouse with analog movement. You shift to the "Red" mode and now your analog keys are the scroll wheel of the mouse to scroll through web pages. Analog keys open up all sorts of possibilities.
4. I have thought about rumble. My feeling is that in Aimpad it might not be the most effective experience because it would only be one hand that was vibrating. If rumble were in the mouse AND the keyboard at the same time then it would make a lot of sense. An Aimpad mouse is a different discussion though... smile.gif

Thanks for your questions! I'll keep popping in and out.
post #49 of 119
Quote:
Originally Posted by flabioh View Post

It really is difficult to convey the experience which is why we are going to PAX so as many people there that want to try it can and you'll have more than just me trying to help gamers understand what it is like. If you like WASD movement and mouse aiming but want to be able to control your speed and direction using the WASD keys it makes perfect sense. Any game where adjustment in speed provides a meaningful game play mechanic (stealth games, ANY game with vehicles, tactical shooters, etc) or immersion factor relating to animations (RPG, 3rd person games, twin stick shooters, side scrollers, etc.) while still maintaining the superior aiming of the mouse is a good fit for this device.

Phill to answer your questions

1. A smaller keyboard variant is possible. Keyboard preference is pretty incredibly varied. Some want 60 keys, some can't live without the 10 key, some want as many keys that will fit on their desk. That being said making a compressed 60 key variant with shift modifiers (for the other keys on the keyboard like the F1-F12 keys for example) might make the most sense for us. So, it is a good thought.
2. Backlighting is a stretch goal at this point but an easily attainable one.
3. Dedicated Media keys might be a possibility but my feeling is that dedicated keys for media are somewhat unnecessary. It would be very easy to adjust the volume using the Aimpad analog keys to turn up the volume just a little bit or crank it up mashing the analog key down. You could also use analog to Fast Forward and Rewind Video using analog controls and any key could be configured to pause/play. The software we have partnered up with allows you to "Shift" the entire key layout by either holding down a button or pressing a button that "sticks" it in that mode. So in normal mode your keyboard would just be a normal 60 key keyboard. You "Shift" it to Blue mode and now your analog keys control the mouse with analog movement. You shift to the "Red" mode and now your analog keys are the scroll wheel of the mouse to scroll through web pages. Analog keys open up all sorts of possibilities.
4. I have thought about rumble. My feeling is that in Aimpad it might not be the most effective experience because it would only be one hand that was vibrating. If rumble were in the mouse AND the keyboard at the same time then it would make a lot of sense. An Aimpad mouse is a different discussion though... smile.gif

Thanks for your questions! I'll keep popping in and out.

Cheers for answering my questions cheers.gif

one thing ..
Quote:
The software we have partnered up with allows you to "Shift" the entire key layout by either holding down a button or pressing a button that "sticks" it in that mode

that has momentarily set alarm bells ringing. Will the software be available for Linux too ? Obviously Linux is here to stay and valve are fully supporting it.

Also with regards to rumble I think you may be right if it was in the mouse it would be a lot better due to recoil and possible haptic style movement emulation. You only need a small amount of damped vibration in the mouse to give a feeling of weight or accentuate a reloading of a clip
Edited by Pip Boy - 4/5/14 at 1:14pm
post #50 of 119
I definitely see the future of Linux and gaming. I have asked the developer on his intention to port PGP to Linux but have not heard anything back yet. That being said, it may comfort you to know that our firmware is built upon an open source USB stack using LUFA: http://www.fourwalledcubicle.com/LUFA.php

It is quite a powerful library that is flexible enough to do pretty much anything you or anyone else would want. The prototype is a standard HID device and as such will work in Linux.
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