SIAPI Scrutiny: Hyper Universe

  Рет қаралды 323

Critical Input

Critical Input

5 жыл бұрын

Let's look at the late Hyper Universe's SIAPI implementation and see how well they included it in their game. (Steam Controller, Xbox, Playstaiton Dualshock, Switch)
Timestamps:
0:38 - Foreward
1:26 - In-Game Action List
3:05 - Input Styles
3:57 - Action Sets
4:20 - Glyphs
4:26 - Vibration
5:00 - Developer Config
5:45 - Closing Remarks
Script Available At: bryanrumsey.wordpress.com/2019/01/26/siapi-scrutiny-hyper-universe
If you enjoy this video and want more of the same stuff, please consider supporting the creation of them through my Patreon / bryanrumsey
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#SteamInput #SteamController

Пікірлер: 14
@leon4079
@leon4079 5 жыл бұрын
i don't mind what format the videos eventually take, i just wanted to say i'm looking forward to the series.
@Helmic
@Helmic 5 жыл бұрын
At 4:26, I think you could have expanded a bit on _why_ not using SIAPI's glyphs or polling it to display their own stylized glyphs is an issue. For someone unfamiliar with SIAPI, particularly a developer that's just heard of it and is trying to do it right, it might be unclear what your issue with it is. It needs to be clear that you're talking about how the glyphs don't reflect what the user has current configured in the configurator, causing the controls to not match the buttons being pressed and confusing the player. If a dialogue box has an A button prompt, for example, the player might hit that button even though the config they're using has that set to the right pad click. For players who have made their configurations it's still very annoying and disorienting, especially when using context buttons, but for players who are using a community config it can possibly be gamestopping as the player might not know why "the A button doesn't work." I think this video in particular could do more to explain why just doing the bare minimum here is bad and what frustrations it causes players. Accessibility is probably a good angle to come at this from: for the action list labels, you could explain what the process for players actually is when they do this, maybe show a clip of you flipping back and forth between the game's config/controller screen and the configurator trying to remember which button does what, possibly getting mixed up because the in-game A button action has the same name as the A button on your physical Steam Controller. You could further show how this causes problems because, by default, you can't label your buttons for later either, so when you flip back to look at your controls you don't know what they're doing. It also would subtly serve as an example of why the old ways of doing things in Xinput aren't fantastic either. There's more visibility now for those who just absolutely need controller reconfiguration support for accessibility reasons, but there still needs to be more of a push to convey why supporting reconfiguration fully is worth the effort.
@criticalinput
@criticalinput 5 жыл бұрын
I actually fought with myself over this for quite a while. I ended up deciding that repeating this information in every single video wasn't the best way to handle it. So I explained all of this In my previous video, What Is SIAPI. I explained what is expected, why it's expected, and how XInput compared to SIAPI. My thought was that a dev (or anyone) looking for information about the API would use that video as a resource about it while these videos analyzing the individual implementations would assume that the viewer was knowledgable in the area. However, now I'm back to second guessing that haha. I'm gonna continue to take in feedback on this and adjust accordingly for the next one though.
@Helmic
@Helmic 5 жыл бұрын
@@criticalinput Yeah, I see why it would be desirable to keep the video length to a minimum, but specifically in the context of breaking down how _not_ to do SIAPI support I think it'd be very useful to have that demonstration of why it's bad right there rather than the mere assumption that it's bad, because a dev might just dismiss that as a fan being nitpicky. It's also more useful to show those practical examples of the hurdles created by improper support when you can use a real-world example of it causing problems - here's a game that does it wrong, this is what I have to do now to work around that, here's how that negatively impacts my experience with the game. And then going forward, whenever you find something novel that a game fucks up, you can do that breakdown of why it's bad. I think the action set thing in particular often bears repeating because of how Valve decided to implement it, if a game has SIAPI support then it just wrests that control away from the player and if those action sets aren't sufficient then players can't make their own action sets. I know more than a few games are basically unplayable without mouse detection to help the configurator determine whether you're in a menu or not (annoyingly that's Windows-only), so if a game doesn't at least offer that many action sets it can make the game worse by default than if it had no SIAPI support at all. Iunno, I guess it depends on how quickly you think you can get through those examples. Showing instead of telling can often be more time efficient, especially with judicious editing to edit together a short 5 second clip of you assigning buttons and flipping back and forth between the game and configurator to convey the same point as a 5 minute demonstration of you actually doing that with no cuts whatsoever. Even if you don't go into a full breakdown every time, having something short that reminds the viewer of _why_ it's bad without going into the nitty gritty details can at least remind them of any other videos they might have watched. And of course you can use timestamps and video links.
@criticalinput
@criticalinput 5 жыл бұрын
To follow up on this, I starting thinking about these videos from a different perspective. What if these were notes to the dev? I would want to be as specific as possible so they could address the shortcomings. I think that I will be revising this video sometime this week. Reading your responses has is convinced that it's a little sparse and could use a bit more detail.
@nestor11811
@nestor11811 5 жыл бұрын
Great video hope u can review katherine some day :)
@criticalinput
@criticalinput 5 жыл бұрын
I'll eventually get around to reviewing every game with SIAPI support. It's just a matter of time and money. I only own 5 or 6 games with SIAPI right now which means this could end up being an expensive little project lol
@CrackCECKer
@CrackCECKer 5 жыл бұрын
How to manually enable im looking forward to this series!
@criticalinput
@criticalinput 5 жыл бұрын
What are you wanting to manually enable?
@CrackCECKer
@CrackCECKer 5 жыл бұрын
@@criticalinput 1:34 ;)
@criticalinput
@criticalinput 5 жыл бұрын
Ah. I never even noticed that. Gotta love Steam Guides lol
@Helmic
@Helmic 5 жыл бұрын
horny on main
@solitudesf8111
@solitudesf8111 5 жыл бұрын
nice video, one correction: siapi is implemented by valve, not by game developers, they are only using it.
@criticalinput
@criticalinput 5 жыл бұрын
You might wanna do some more research into SIAPI. The API was designed and created by Valve but the developers have to add it into their game just like any other API. The developers have to define the In-Game Actions, create the Action Sets, link those sets to in-game states, and create the Recommended Config. The devs can also supply their own glyphs or use the ones that are built into the API, but nothing is automatically done for the devs. For more information about the nitty gritty, I suggest checking out the Steamworks Documention regarding how to add Steam Input API support to a game. partner.steamgames.com/doc/features/steam_controller/getting_started_for_devs
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