Mythruna
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1  Development / Features / Re: Game Mode User Interface on: September 13, 2012, 07:05:38 AM
Ok yh, I think I'm building a picture of what you mean.

When you say left-hold is a slash you have control of, I get that you pull the sword back and you can aim for the legs or the head and releasing will take the swipe.
2  Development / Features / Re: Game Mode User Interface on: September 13, 2012, 12:26:13 AM
Haha, no not at all. More like I felt like I was busting in trying to tell you what you can do better blah blah blah.

No, I think it's just I had this game in my head and that your ideas seem like they're going down the routes that I want to see. And was quite excited when you were discussing, a type of 1:1 movement, as that would be the cherry and I'd love to see it. More than good enough that you're very active around here, answering peoples questions anyway.
3  Development / Features / Re: Game Mode User Interface on: September 12, 2012, 02:34:59 PM
Sounds pretty in depth.

Yeah, with regard to raw materials etc. I have some ideas and so do you and everyone else. You're making the game.
4  Development / Features / Re: Game Mode User Interface on: September 12, 2012, 06:46:23 AM
I get you. You're spot on with the shield/sword separation bit, thinking about it as well. It would get quite boring if you could just walk about with your shield up stabbing mobs.

I'm trying to imagine the bow... For quite a while now lol, as I wasn't sure at first. But yeah I think that would be quite satisfying pulling the mouse back to fire.

I don't know if it would but can't help but think it might feel a bit awkward having to let go of rmb to go precision. At first I thought just hold ctrl for precision but then you would still have to pull the mouse back and then aim. Interested to see how it goes.

What stats do you have in mind for the bow? Accuracy, as in how true to the crosshair the arrow goes, or, more like the crosshair will be unstable and harder control. Power? Will speed be one or will that be how quick you pull the mouse?

Also, are you concrete about the magic for carrying lots of blocks etc. I'm certain I think you could still make it fun without
5  Development / Features / Re: Game Mode User Interface on: September 12, 2012, 05:20:26 AM
Going back, firstly, to the original point in the thread, I think an interface like this is a fantastic idea. I've had one in my head along these lines for a while now where the left and right mouse button refers to the left and right hand:

So a character has a shield equipped in the left and a sword in the right. Clicking the right button will slash with the sword; holding the left button will pull the shield up to cover the body (with reduced movement whilst in this stance). Right clicking whilst holding the shield up will do a stabbing action.

If the the player has a two handed sword or axe, a right click would do a horizontal swing from the right, a left a vertical swing and left and right together a lunging stab (imagining a right hander would hold the sword more over the right shoulder than straight in front if you know what I mean).

Holding the left button with a bow in the same hand would pull it up ready, slowing/stopping the player (and I guess readying an arrow), and the right mouse would pull the string back. Pulling the string back for a longer time would increase the power and affect the accuracy some way(similar to that game I guess) and a release would naturally let the arrow go.

Something along these lines but so a left click refers to a left hand action etc. I also think the use of a modifier via holding ctrl is great, doubling the actions available.

This is more combat focused I guess and I don't know about ... much. Although I do picture using an axe and pick to chop/mine in a similar fashion where different gestures do different swings with different advantages. Maybe a horizontal swing with an axe to fell a tree and a vertical one to chop it in half.
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