Rpg map designer sf11/9/2022 ![]() (You might search for "SF RPG" for a bunch of threads I posted, which has those words in the title.) Alot of what you mention I'm aiming for as well. ![]() Warms my heart to hear this! I'm working on something very similar. ![]() The player would be the captain of anything from a small one-man shuttle to a huge star cruiser with hundreds of crewmen. If you don't have a lot to say, simply post what kind of controls you would prefer: Now that I've ranted enough, I want to hear what some more people think. Perhaps the best idea is to make the game flexible, and to allow the player to decide. I think a lot of people feel the same as GameCreator: they prefer the keyboard. I like the idea that the AP described: using the arrow keys to move and the mouse to do targeting, shooting etc. Different people are used to different controls. Using the mouse isn't so much a question of precision, but of preference. But if I begin to add more detail, and more information/settings to work with, the mouse becomes much more important to the gameplay. would add a lot more complexity, and potentially a lot more fun.įor a simple game, I would probably go with the keyboard. On the other hand, tossing in lots of exciting details like fully-customizable ships, managing crew members, etc. I am torn between making the whole game relatively simple, with ships being relatively simple and not much detail to worry about. Determining this would build the basis for the entire game. My biggest design problem is what I mentioned under 2): Simplicity vs. If I had the mouse as the main controller for movement, it might mesh better with the rest of the interface, which will probably use the mouse. ![]() It is pretty precise, as the ship can rotate around to any angle (I'm using D3D). Currently, the small ship in my game can only be piloted with the arrow keys. However, this brings up another design problem I have: simplicity vs. This, again, would be easiest with a mouse. This would best be done with mouse clicking, but I could see using the 'T' and 'Y' keys (for instance) to cycle through nearby targets (ala the X-Wing games).Ģ) Adjusting ship systems/settings in sidebars or dialog boxes: repairing damage systems, moving crew/energy around, etc. Thus, I need to be able to allow the player to:ġ) Easily target other ships for hailing, attacking, scanning, boarding, etc. In my game, I want to go for a star-trekish, command-your-own-starship kind of feel. Thanks for the replies so far! Actually, the three items GameCreator listed are some key reasons for me to want to use the mouse. ![]()
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