08-08-17, 17:18 | #21 |
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I quite like your control scheme and it inspires me to do some combos.
Sprint + jump : Big jump Sprint + duck/roll : Slide Jump + duck/roll : Swan dive ! Jump + quick turn : Stylish quick turn in the air Combat : Draw weapon + duck/roll : Dodge an enemy Draw weapon + sprint : Charge an enemy Draw weapon + jump : Stylish jump and shoot Melee : Melee + duck/roll : cover (to everything) Melee + jump : kick an enemy Melee + action : hit an enemy Melee + quick turn : thrown an enemy on the ground Climbing : We can draw a weapon with one hand and shoot. Action : Grab Duck/roll : Drop Sprint: Climb faster (maybe not very practicable ?) Jump : Jump higher Jump + left or fight : Lateral jump Jump + backward : Jump to the opposite way (or Quick turn and jump ?) Last edited by Chamayoo; 08-08-17 at 17:25. |
08-08-17, 18:31 | #22 |
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It seems obvious from reading the opening post and the responses that a controller for this type of game/command and control system has yet to be invented. It appears to me that adding a mouse type/style input would solve many of the problems.
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08-08-17, 19:15 | #23 | |||
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I made two alternative control schemes with the ideas of some of you guys in mind: I personally prefer the second one. |
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08-08-17, 22:00 | #24 | |
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I have an other idea though. I would replace the flare/torch button with a concept I call the "object button". A bit like a quick inventory, we can use the cross key (up and down) for select the object, left and right would be the weapons. Push "X/A" button to use your object. What kind of objects for instance ? The flare/torch of course, but we could also select the grapple, the grenade/dynamite, the axe and more. The inventory in the select button still be useful, for temporary or unique objects like keys. Could also be interesting to have little descriptions to them, a map or else. I prefer too. I don't think the left click stick for duck/roll is very good idea. IIRC, in TR 2013 it was the button for SI and sometimes I accidentally pushed the button and it was a bit annoying to see the pass illuminated while I wanted to search the way myself. For sprinting it was alright 'cause Lara would just run quickly, it did not really affect the gameplay. I am not sure for the case of duck/roll and seeing Lara slow down and crawling inadvertently. |
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08-08-17, 23:03 | #25 |
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Physics and animation are going to make the best games in the future, but the input methods of today will have to be dropped, because there's a lot of redundancy going on.
For a game to animate smoothly, it will have to interpolate between digital values, because the mindset is to let the character do his own thing. The input is only there to tell the game in which direction we want the character to interact with the world, and for that we need more than a D-pad or WASD, but a circular pad instead. Press the circle on its outer rim, and it will register in 360º with binary input, which is 0 and 1. The game will then calculate the acceleration of the character on its own depending on the input kind (double press to dash, for example) and how long you have been using it. Games are getting more advanced, and these are not the times when we needed an external input device to tell the game what ranging values had to be used, because they are not being put against the laws of the in game world. In other words, pulling an analog stick lightly or all the way won't give you the impression that you're fighting the terrain, and it only causes a certain delay when telling the character to do it by himself. Circular pads with binary inputs are the way to go. |
08-08-17, 23:34 | #26 | |
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@l3igl3oss: Do you mean like that thing on the Steam controller? |
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08-08-17, 23:45 | #27 | |
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Edit: actually, let me rethink this. To have the circular pads rotate on their own axes would be cool for six degrees of freedom in one gamepad, but you don't want to play Etch a Sketch to aim to the corners of the screen There could be a switch to let us rotate the circular pads, so that they count every direction as an input (ideal for fighters), or the rotation to be direction free except for its own axis (ideal for driving games). Then, as an advanced mode, you could press the circular pad, when only the offset (0 to 1) counts as the input direction, so that you are free to rotate it for the extra axis. This is one step towards it. Last edited by l3igl3oss; 09-08-17 at 00:56. |
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09-08-17, 04:17 | #28 |
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09-08-17, 11:37 | #29 | |
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Now about riding a vehicle : Action : Get on/get out of the vehicle Duck/Roll : Slow down and reverse Quick turn : Skid Sprint : Speed max for a limited time (I guess like the nitro in TR4) Jump : Lara jumped off the vehicle Flare/torch : Use the light of the vehicle Draw weapon : Shoot while riding Melee : Lara put her head down (to avoid obstacles like branches) |
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09-08-17, 13:00 | #30 |
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Why is controlling a camera so important that putting all of the action keys on the awkward shoulders is a good idea?! From my POV, camera control is a safeguard from devs that don't trust their own camera system to do its work properly. It's like they pass to the player what should have been their work. I know that this is not how they think, but I find it weird that people have this fixation on camera controls, it almost seems like a fetish to me.
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