This thread originated in the SCDev forum, so I'll summarize what I posted there.
The D2X-XL project has everything needed to put together a working port of Descent 2 - which also runs Descent 1 content.
Descent 1/2 is the perfect game for the DS.
Meh, you forced me into it. I'll just explain some of my ideas. Same as I posted on SCDev:
Descent 1 and 2 natively support co-op missions, as well as co-op campaign mode
The D2X-XL project adds a tracker system to the multiplayer aspect which could be used to set up a Nintendo Wifi-ish system, or at least its current functionality which is more than adequate.
Everything's already in place. Fully open code, written to a fully open standard, with system requirements within range of the DS's capabilities.
Here's the control scheme I was thinking of. Since Descent uses a much, much more complex movement system than games like Hunters, the main problem will be figuring out how to map all the necessary controls in a logical way.
The main problem is sliding, aka strafing.
I was thinking something like this:
d-pad - aiming
L - hold down to switch D-Pad into strafe mode (similar to holding down alt in the original)
X - forward
B - back
Y - fire secondary
A - drop bomb
R - fire primary
Start - game menu (exit, main menu, etc)
Select - automap
Try these out on your own DS, you'll see it works out very well.
On the touchscreen would be your HUD (shield/energy guage, bomb count and type, primary/secondary weapons, cloak/stealth status, anything I'm forgetting). Similar to mario 64, there would also be two sets of arrows, which could easily be controlled by thumbs even while in combat, so they'd have to have a pretty big touching region. Touching one arrow would cycle through either primary or secondary one way, touching the other arrow would cycle through either primary or secondary the other way.
Why not use touchscreen for aiming? The answer is simple, and it is that it would deny you access to too many buttons, which means too many essential functions. Hunters works reasonably well here since there's just shoot, aim, and move necessary. Descent 2 is massively more complex. There's move, strafe, fire three different categories of weapons *simultaneously*, a map, a completely different style of movement... etc.
Finally, unlike Hunters, this was only a second-generation FPS. Hitboxes were not very complex and this wasn't a bad thing. Precision weapon firing wasn't a big issue, you just had to hit the general area, similar to Doom. Again, this is NOT a bad thing. The whole game was designed with this in mind. And, the speed at which you could turn in Descent is much like in the Gamecube "Prime" series - you could turn slowly or quickly, but it was limited to a certain speed. Most of the time you wanted to turn at the maximum speed, and when you didn't, you usually strafed instead.
This could really work. We just need a developer. Look how quickly Picodrive has come along! It's because its developer was very dedicated and the code he started on, like D2 code, was fully open. I would love to take on this project myself, but I have no experience with this sort of work.
Here's a reasonably average-detail ingame screenshot:
The level of detail is ideal.
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