Re: [GD-Design] gesturing
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From: Tom H. <to...@ve...> - 2004-01-06 06:30:46
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At 10:16 PM 1/5/2004, you wrote: >Instead of a gesture how about something akin to a bubble level. Once a >target is selected and 'locked on to' a bubble level could appear and be >a measure of steadiness or accuracy. Perhaps a two axis bubble level for >both steadiness and accuracy. The difference being that the player doesn't >have to keep a dot on a moving target, but concentrate on balancing the >fixed position bubble level and let the in game character do the aiming. How about this as a variation: 1. The player runs and looks around like a normal FPS style game. 2. As the player's view changes, a box shows up around the enemy nearest the center of the screen to indicate target selection. 3. The player hits the Fire button once, and the sliders show up around the edge of the box with a target point somewhere in the box. The sliders are bouncing up/down and left/right. 4. Next press stops the up/down 5. Next press stops the left/right. 6. Shot is fired at the place where the lines intersect, and the distance to the target (from 3) determines the quality of the hit. The shot still must take place in a reasonable amount of time, and the player must continue moving to keep a moving target in the sights. All this does is make crude aiming much easier, and then change the aiming process into more of a timing challenge than an accuracy challenge. I certainly don't think the twitch players would be into this kind of a thing, but it could be interesting for slower paced games. It occurs to me that something like this would be a useful interface for something like a football game where you really play as the quarterback. Tom |