Sign in to follow this  
bzroom

How do you people control your walking players?

Recommended Posts

What kinda control scheme are you guys using to control your walking characters. Right now I'm just using left and right to rotate the direction vector by 80 degrees/second and Up to move in that direction. I usualy like the way games like GTA3 (ps2) play where the joystick is in relation to the viewing angle. But I'm actualy pritty happy with the way my guy "steers". Just curious how you people are doing it? You can download my progress and see my simple way HERE (only 1 redirection, STUPID IIS!!) [Edited by - honayboyz on November 28, 2005 11:51:11 PM]

Share this post


Link to post
Share on other sites
I get a "You are not authorized to view this page" message when I try to download the file

edit: lol now it works

[Edited by - Neil Kerkin on November 29, 2005 6:35:50 PM]

Share this post


Link to post
Share on other sites
It depends on the audience and type of your game.

I personally prefer the typical FPS control schema in which you use W and S to go forwards and backwards, A and D to strafe and the mouse to steer in which direction you're going. To see a good implementation of this schema in a 3rd person shooter check out the Max Payne 2.

Share this post


Link to post
Share on other sites
Very nice demo. You should enable texture filtering of some kind.

My thoughts on controls go like this: they should be redefinable by the player. My personal preference is wasd for movement, its comfortable for my left hand and has lots of keys around it for other commands.

In game third person cameras are a more tricky beast. I've tended to find that ones that sweep around in a more cinematic fashion (think Tomb Raider, Enter the Matrix, GTA:x etc etc) tend to look nicer but actually I've always found they get in the way of the gameplay. For instance, take any of the missions where you have to get in a car and drive it undamaged to another point. When you get in the car, the camera is looking across the camera, you can't see what's infront of you. It'll only swing around behind you when you start moving, but you don't want to drive off without seeing what's in front of you for fear of damaging the car.

Share this post


Link to post
Share on other sites
We're working on a multiplayer RPG, and since the view is more or less 'classic RPG' (e.g. pseudo-isometric/top-down view) we're planning on using the standard "point click/hold" movement system found in classic games.

User aims the mouse in a particular direction he wants to move, and while the mouse button is down, he moves in that direction. It makes sense in this case to also permit WASD movement (Neverwinter Nights did this) so it may very well become a feature, too.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Quote:
Original post by MatrixCubed
We're working on a multiplayer RPG, and since the view is more or less 'classic RPG' (e.g. pseudo-isometric/top-down view) we're planning on using the standard "point click/hold" movement system found in classic games.

User aims the mouse in a particular direction he wants to move, and while the mouse button is down, he moves in that direction. It makes sense in this case to also permit WASD movement (Neverwinter Nights did this) so it may very well become a feature, too.





Funny thing with NWN, long ago I got on their case for NOT using WASD interface method for navigating the viewpoint in their editor (a logical idea to use the same navigation system used in the main game....). They used a kludgy combination including use of buttons on the screen (click with mouse) to rotate the view -- which made the constant visual checking needed when editing a module scene truely tedious (and no way existing to reassign command functions between keyboard buttons -- a pretty much standard feature these days (no rocket science nessessary)).

Share this post


Link to post
Share on other sites
Defiantly make it user definable. Eg, because of my desktop layout, the wasd keys are not as good as the arrows which I always use in FPS's.

Share this post


Link to post
Share on other sites
I like the demo. The friction on the grass seems to be very small. :) What kind of game are you planning?
Levi

Share this post


Link to post
Share on other sites

I've updated the link. I hope you guys all like the magic way it exit's :). I call it Groovy Burt's Black Light Masacre, included in the file is a cool song I plan to use as music. It'll hopefully be like GTA3, just point in a general direction of something, shoot n blow it up. You'll rack up points killing things and doing tricks in ur car such as barrel rolls and flips. (I like to get goin really fast towards a car and do a front wheel stand into it and front flip over it)

Anyways, god knows what happened but one release later all my physics got screwy, the suspension got all boingy and the ground has even LESS friction. So please tell me if when you first run the game does the car bounce like its on a waterbed, or pritty normal looking. (mine bounces like a waterbed)

Heres the new link. Thanks for trying it out.

Share this post


Link to post
Share on other sites
I like the driving part of the game. I didn't really like the mouse camera view walking though, just did not feel right.



Great job.


-hammackj

Share this post


Link to post
Share on other sites
Quote:
Original post by hammackj
I like the driving part of the game. I didn't really like the mouse camera view walking though, just did not feel right.



Great job.


-hammackj


Could you please explain why you dislike it and how you would improve it?

Share this post


Link to post
Share on other sites
In "ernie" mode I would like to be able to control the camera, this is a 3rd person camera right? When i move my mouse to turn the character if i move it to fast the camera loops into ernie. since you use wsad movement, possibly set the camera free, for move manipulation unless you are going to have all the game art designed for the current perspective. The only thing that comes to mind atm with 3rd person cameras would be World of warcraft. But if your game design is specific to the current layout, it would work just a few tweeks would be needed.


I really like the car part where the camera splits, but i would maybe suggest that you make the main view full screen and put the mini window in the corner or mouse moveable. I love the car and how it handles, it is really fun. You could make a bad ass racing game with what you have now maybe like mario cart.

I see a lot of possiblities with what you have now, I think it is a really good job. Just different from my tastes, i mostly play FPS and WoW.



-Hammackj

Share this post


Link to post
Share on other sites
Quote:
Original post by honayboyzAnyways, god knows what happened but one release later all my physics got screwy, the suspension got all boingy and the ground has even LESS friction. So please tell me if when you first run the game does the car bounce like its on a waterbed, or pritty normal looking. (mine bounces like a waterbed)

Heres the new link. Thanks for trying it out.


A little boingy, the wheels seem to spin really fast when starting to move.

This is why I recommend version control to all game developers, If you were using it you could have rolled back until you found the exact checkin that made it start doing that.

Try CVS or the new hotness that is SVN.

Share this post


Link to post
Share on other sites
Thanks, and I really should. But I am blessed with my job which comes with nightly complete backups of my computer (a few others) and our databases. Everyday I carry my game from work to home or vs on my thumb drive. So when I got to work I ran the messed up one on the drive and verified it was indeed f'ed up. And then just blasted it and kept the one from 16 hours ago. Recalled my few changes and I was back in business.


I "free'd" the camera and I have to say I dont like it. It dosn't move unless you move and I find myself running at the camera often just pushing it away not rotating it around. I grew a likeing for the old way just because I play it roughly every 5 min. But I did see some nice things about the free camera such as when I got out of the car the camera didnt' instantly rush to the new behind location it just stayed put and looked a little to the left.

Anyways thanks for the input. Last night I implemented an auto aim'ing system that just takes the dot product of the forward player vector and the target-player vector and checks it against a threshold. But I feel like this is not proper such as things far away have a larger deviation from the "normal" bullet path but same angle. And up close bullets shoot sideways out of the gun, but I think this is because I havn't implemented IK on the gun arm so that when the aim vector changes the arm orientation changes. Any suggestions or 2 cents on the above topics? I'm pritty good at IK, I figured alot out trying to simulate the r3j controller which is a beast of an IK engine.

Edit: I uploaded just the new exe with the camera being "free'd" and the new aiming system. It can be found here: Click Here.

[Edited by - honayboyz on December 3, 2005 12:31:50 PM]

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this