nacho_chicken
Member
I've been bedridden the past couple of days and thus unable to use my computer, but now that I can I want to talk a bit about customization and settings. First, a brief story. I promise it's related to the rest of this post.
I bought a game on Steam, and it looked right up my alley. Fast-paced action with deep mechanics. However, there was a major issue. The game ran far too fast. Everything was in hyper-speed. Movement, timers, gravity, everything. Upon looking it up, I discovered it was due to the game tying logic to the display's refresh rate. The settings menu was barebones, with no options for refresh rate. I could forgive it if this was an older game and the dev was several projects beyond it, but this was their only product and they were otherwise still supporting it. In support forums, the dev would dismiss complaints about this issue with the response "just change your display's refresh rate". To me, that was a slap in the face. I understand untying a game's logic from framerate on a finished product can be more trouble than it's worth, but not even putting in the minimal effort it would take to cap the framerate? Unacceptable, especially when you're charging good money for your game.
It was that experience that steeled my resolve to support players being able to play my game hassle-free regardless of their setup. To accommodate this, I've made plenty of display options available for the end-user to modify. Support for things like:
I bought a game on Steam, and it looked right up my alley. Fast-paced action with deep mechanics. However, there was a major issue. The game ran far too fast. Everything was in hyper-speed. Movement, timers, gravity, everything. Upon looking it up, I discovered it was due to the game tying logic to the display's refresh rate. The settings menu was barebones, with no options for refresh rate. I could forgive it if this was an older game and the dev was several projects beyond it, but this was their only product and they were otherwise still supporting it. In support forums, the dev would dismiss complaints about this issue with the response "just change your display's refresh rate". To me, that was a slap in the face. I understand untying a game's logic from framerate on a finished product can be more trouble than it's worth, but not even putting in the minimal effort it would take to cap the framerate? Unacceptable, especially when you're charging good money for your game.
It was that experience that steeled my resolve to support players being able to play my game hassle-free regardless of their setup. To accommodate this, I've made plenty of display options available for the end-user to modify. Support for things like:
- Fullscreen mode w/ stretching options (Fullscreen, Aspect ratio matching, Integer scaling)
- Arbitrary resolutions and aspect ratios that are not 16:9
- Framerate selection (game logic is separated from framerate)
- High quality text font, for any who may have issues reading the default 4x8 font
- Vsync toggle