Re: gesturing
"Brett Bibby" <[email protected]> Tue, 6 Jan 2004 15:10:26 +0800
| Newsgroups | gmane.games.devel.design |
|---|---|
| Organization | GameBrains |
| Message-ID | <[email protected]> |
> So .. you want to exchange hand-eye coordination for manual dexterity = and=20 > pattern replication. Good point! I hadn't realized the switch we were making. So if I want to = stick with hand-eye coordination I need to make the gesture compatible = with the weapon. In the end it may be impossible to find something = compelling, but the point of the discussion is to spawn new ideas, not = simply follow what is done before. > In other words, it's very clear to a user that when you push a button = it=20 > means, "Shoot what I'm looking at". It's not so clear that making a = gesture=20 > means "Aim for me and shoot". So ideally I would come up with something that then allows to push a = button to shoot if it is a triggered weapon. That gives the feeling of = "triggering" an action which is understandable for conventional guns. Or = I could change the weaponry to not use a trigger. For example, a hira = shuriken (those little ninja throwing star-thingos) could be "fired" by = making a vertical "up" motion on the analog stick. The faster I make the = motion, the hard the shuriken gets thrown and the more perfectly up I = move could be used to decide the head/body/leg/miss decision. Does this = make sense?=20 > Part of aiming includes target selection ... I don't see how you plan = to=20 > handle that here. Especially when you have multiple targets on the = screen=20 > and are running around. Target selection is a big part of what we want to do, and I should have = devoted more time to emphasizing that. If we eliminate aiming, we = obviously need target selection somehow so there would be some sort of = lock-on system. Our prototype uses a a simple lock-on system and the = die hard console FPS players felt it worked well, so I didn't dwell on = that part of the system. In our prototype we didn't use aiming, but = instead weapon selection as the end-game. It worked well enough, but it = was tricky to balance to prevent button mashing. We did it by making = the damage inflicted relative to the distance and added a reload delay = so that the closer you were the more damage you inflicted so people had = to decide who was going to shoot when. I wouldn't classify our game as = twitch, it's somewhere between a Black and White or MMORPG where you = choose commands rather than directly attacking (e.g. Star Wars Galaxies) = but in first-person view. The bubble idea proposed by Jeremy, if I understood it, might have = merit. I find it helps to state the problem another way. FPS games on a PC is = essentially someone using a mouse (reticle) to click on a moving icon = (head). A mouse is a great device to do that because we use computers = every day, a joystick is not. I need a hand-eye coordination activity = that is more natural with a joystick than a mouse such that even the PC = version people would want to play with a joystick instead. The mouse works well because the ratio of real mouse movement on your = table to the movement of the cursor on the desktop is lower than a = joystick. Also, the table provides friction to your arm which helps the = hand smooth the motion and keep it steady. A thumb moving a few = millimeters does not provide the same stability. Mouse movement is = exact, joystick movement is spongy at best, jumpy at worst. I find it = interesting that my mouse can be moved with almost no force at all let = alone with all the muscles in my hand and fingers to control it, but my = PS2 thumbstick requires significantly higher force and I only have my = thumb muscles to do it. That means I also need something with imprecise control: it can (and = should?) be fast and the distance to move is small compared to a mouse. = So imprecise, fast movment. Tom, I like the idea you proposed about the bars because you got it back = to hand-eye coordination, but as you say FPS players may not like it. = Perhaps it can be packaged in a different way. As Chris Crawford (it was = him wasn't it?) pointed out in his design book that the basic golf = interface hasn't changed in years, certainly there's something better = that can be done. Brett ------------------------------------------------------- This SF.net email is sponsored by: IBM Linux Tutorials. Become an expert in LINUX or just sharpen your skills. Sign up for IBM's Free Linux Tutorials. Learn everything from the bash shell to sys admin. Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click _______________________________________________ Gamedevlists-design mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556