Okay, two things to reply to:
1. Exertion.
2. Dragging the mouse.
1. Exertion is a nice idea. Perhaps just slowing the player''s action down as he performs more than his threshold of action in some unit of game time. This would make combat very interesting indeed, because you need to make the tradeoff between the kinds of attacks available:
Fast, moderate damage, tiring.
moderate speed, moderate damage, exertion stays same.
moderate speed, low damage, exertion goes down.
etc...
This way of designing attacks would, I think, lead to a good game.
2. Dragging the mouse is one interaction we''d skipped so far! Good thinking on that, dwarfie.
How many interactions does that give us?
2 mousebuttons, single and double click, single position and dragging. That''s eight, not bad. For instance:
- left button, single click, no drag: fast stab on body part
- left button, single click, drag: fast slash across body parts
- left button, double click, no drag: powerful stab on body part
- left button, double click, drag: powerful slash across body parts
- right button, single click, no drag: block against body part
- right button, single click, drag: dodge in drag direction ( combat moving )
- right button, double click, no drag: generic block
- right button, double click, drag: roll in drag direction
In case anyone''s wondering: double click and drag is click, click-hold and drag, release...
How would that be?
People might not remember what you said, or what you did, but they will always remember how you made them feel. ~ (V)^|) |<é!t|-| ~
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.