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Posted 28 December 1999 - 09:40 PM
Posted 26 November 1999 - 01:16 PM
Posted 26 November 1999 - 01:49 PM
Posted 26 November 1999 - 01:53 PM
Posted 26 November 1999 - 02:35 PM
Just my 2 cents.
Posted 28 November 1999 - 06:32 PM
As I understand it, this would be different from Quake because the aiming would be independent from the navigation.
Now, I believe this would make the game much more difficult, because if you are tracking a monster with your mouse, and he runs off screen, then you have to follow him with the keys in addition to trying to track him with the mouse. Thus, you have to coordinate with both hands, whereas in Quake you only track with one hand.
Does this make sense?
Posted 28 November 1999 - 07:02 PM
So, to answer the initial question, check out MechWarrior.
Good night, I'm too tired to be up on a message board posting.... zzzzzZZZZZZ
Posted 28 November 1999 - 10:28 PM
It would probably be more acceptable if while holding down another key the mouse control was like Quake/Half-Life. That way you get the best of both worlds and doesn't piss people off that don't like the different controls.
Posted 28 November 1999 - 10:49 PM
Posted 02 December 1999 - 04:02 PM
How did the game Cyclone, solve that problem?
The only way I think it would marginally work is if you had the rotation controlled by the mouse, where the player would turn when the cursor hits the border of the screen (either left or right). In otherwords it would work similar to the mouse interface for RTS games where you 'scroll' when you hit the border of the visible 'map' etc.
The drawback to this is the response time would probably be (relatively speaking) SLOW.
Well, whatever you decide to use, please let me know how it goes. I'm kind of curious how gameplay would be affected by this new 'factor'.
Posted 02 December 1999 - 04:49 PM
The trick seems to lie,as has been noted, in keeping movement on an even keel, and not handicapping the player by slowing their ability to turn too much.
Posted 02 December 1999 - 06:40 PM
Of course, then we'll have to get into accuracy of the user's character and so on (maybe some sort of accuracy skill)...
Posted 03 December 1999 - 01:35 PM
A psuedo example is like the Mechwarrior game. Torso twisting and moving forward backwards and maintaing proper (mental) orientation of where you're facing relative to the rest of your chassis can be quite a task (especially during close combat where I twist A LOT lt/rt and I forget which way the turning/moving-forward is going to take me relative to my view).
In a FPS, the speed of combat is much much faster and instinctive so this disorientation will probably manifest itself several fold, in my opinion.
Posted 04 December 1999 - 04:10 AM
First person shooters are basically games of reflex, instict, and thinking quickly. The current Quake-like control scheme found in many games is good in that it doesn't get in your way -- yet it still allows nice control where your aiming and moving. (BTW, the quake-like control scheme i'm talking about is the one where you use the mouse to look around and the AWSD keys to move forward/backwards and strafe left/right). Anyway, the problem with the control scheme Guru101 mentioned is that it doesn't give you a lot more control, and it's much more difficult to use. Besides that, it basically dictates that you have to stand still while aiming since it's so hard to shoot something while moving in that control scheme.
That's not to say that I think it doesn't have a place in some games. It wouldn't work well in an action game, but in something where you wanted more realism and with a bit less action that control scheme might work very well.
Just my 2 cents
Posted 21 December 1999 - 10:56 AM
Posted 21 December 1999 - 04:52 PM
Posted 23 December 1999 - 03:22 PM
Posted 28 December 1999 - 05:19 PM
There's a game called Abuse which used a system that you speak of, although it was 2D.
However, thinking about the turning problem, my keys would be
WASD for movement
Mouse moves a crosshair, but if the crosshair moves too far left or right, then the player turns. (you could also have q and e for quickmove, or a 180 degree spin button, etc, etc).
Personally, I feel this would only work in a 3rd person view like Tomb Raider. Then if you used the lock on feature discussed above, you could see that your character is actually twisting their torso all the time to look at the target, but would still walk forwards, not towards the target.
Anyway, that's all for the moment...
Posted 28 December 1999 - 05:21 PM
there's also a nintendo 64 game called Jet Force Gemini which uses the switching you were talking about, and the crosshair aiming.
Basically I think it is what you're after. Check it out
Posted 28 December 1999 - 08:01 PM