Controls
Controls
I am writing the keen behaviours now, and I was wondering what people want to do for controls.
We can have 10 different buttons, all redefine-able from F3 menu: up down left right, jump pogo shoot, and then 3 more.
Doomjedi said something about inventory; any other ideas? For the time being, I will just add in "button1, button2, button3" and then we can modify or remove as necessary.
I don't know what this will do to joystick play (does anyone even use that?)
We can have 10 different buttons, all redefine-able from F3 menu: up down left right, jump pogo shoot, and then 3 more.
Doomjedi said something about inventory; any other ideas? For the time being, I will just add in "button1, button2, button3" and then we can modify or remove as necessary.
I don't know what this will do to joystick play (does anyone even use that?)
Yes...one can be "use inventory". Other ideas can include "alt-fire", "knee"/"dodge" state (and then "crowl" - with arrows), "use "shild/defence", "slide" (though can be combination of existing arrows), "ground-roll", "talk to creatures/pay/exchange"
Again - many can be combination of existing buttons
Other ideas are "panic button", "play dead" button to get enemies off....
Again - many can be combination of existing buttons
Other ideas are "panic button", "play dead" button to get enemies off....
That's a good idea. I'm not too enamored with the idea of a whole mess of buttons, (although I don't like the pogo being used for switches, which is why I suggested the action button, although up seems more logical now that you mention it.).
I agree we should package as much into the existing buttons as possible.
I agree we should package as much into the existing buttons as possible.
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Re: Controls
If it were up to me, I'd want to support the standard two-button joysticks with a four-button support option, like in the Galaxy engine, but I'm probably one of the few people still using a Gravis Gamepad on an old machine. I think most people use DOSBox, which can map joystick buttons to keys as of 0.70.lemm wrote:I don't know what this will do to joystick play (does anyone even use that?)
As a matter of design I think it's usually best to keep the controls as simple as the gameplay allows. The player should be thinking about the game and not the buttons. So there shouldn't be ten actions just because it's possible. I'm not trying to discourage ideas, but there should be a high threshold for adding buttons.
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