What do you guys think the right mouse button should be for? Maybe instead of drawing a gesture, you can click it to lock on to a target.
I'm experiementing with mouse/movement control in my FPS-RPG for some time now. There're some things you should consider.
First off, when will the mouse(pointer) be visible ? Are you using the mouse to control some GUI/HUD elements or is it hidden all the time ?
Hidden mouse:
When you hide the mouse, you could use the mouse-movement to look around. When you press the mouse button to start a gesture you have the first issue with where to start the gesture ? When you always start at the same position (i.e. center of screen) it will limit the gestures. Therefore you need some option to start and stop the drawing of a gesture.
Visible mouse:
In this case you need some option to look around, i.e. press the right mouse button to look around. Atleast it will make the gestures more simple too draw.
An other issue is conentration. Even when you enable movement while drawing a gesture, it is terrible complex to concentrate on some drawing while moving in reaction of some events in the background.
Then there's flow. A action game lifes from a certain flow, a gesture hinders the combat flow. This could be ok for none-combat actions, but could be very disturbing when used to control melee commands.
Take a look at Arx Fatalis, this is the only action 3d rpg which comes to mind utilizing gestures, thought it is only used for spells and not combat. Spells are always something special. There're often spells which are execute before a melee combat starts (fire a missile) or when taking a little break (for healing).
An other option would be to use time-freezing or atleast slowing down when drawing a gesture, similar to fallout 3, where the action freezes for certain combat event, thought I would stop calling it action-rgp