TDS Prototype

posted in Beals Software
Published January 22, 2011
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DbPrototypes_TDS_23Jan11.PNG


(The number in parentheses is their health. It's just there to make it easier to pick an enemy to test weaker weapons on.)

I was playing around with my code library and decided to code up a little top-down shooter prototype. Nothing extravagant, just some actors with very simple AI, 2 different weapons, health-bars, and lots of bullets.

I'm kind of torn on control schemes for this type of game. These are the three choices I can think of:
1) Aligned: Character faces the mouse at all times, but moves axially (press up moves you up, rather than forward.)
2) Mouse: the character faces the mouse at all times and moves relative to the mouse.
3) Keyboard: the character is rotated via keys (A/Left and D/Right) and then moves relative to this rotation.

Each has their own pros and cons:
The mouse scheme has great aim, but gets kind of hard to control if you're not used to it. This is the scheme I'm currently using.
The keyboard scheme one has the easiest control, but either has fast rotation and bad precision or slow rotation and better precision.
The aligned scheme IMHO is really the best, but it's controls can be just as confusing as the mouse scheme.

Any and all comments and/or suggestions are welcome!
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