please rate this control scheme(action RPG)
Okay so this my control scheme for an action RPG My team is going to be working on. This is for an xbox 360 controller(its just what we use during development). Anyway here it is. A: jump B Is either roll dodge, glide, quick run etc. depending on the setup chosen. X: Quick attack Y: Heavy attack attacks can be pressed in different combinations to pull of different techniques depending on the weapons and attack style. D pad:Each direction corresponds to a different form(attack styles that accell in different areas such as magic, jumping etc.) When The guard button is held down each direction becomes a different item(like heal items, power ups , potions etc.) Rb: lock on(is also used in some weapon techniques) Lb: is used during certain techniques and must also guard when standing still. the rest of the shoulder buttons(and combinations of them) are up to the player. They can either be magics(special attacks) or attack modifiers(things tha make melee techniques different. Movement on the left analog stick and can be pressed down to activate special effects. camera control is on the right(can be pressed down to center the camera) start is pause anyway these are just the default control. Please rate the controls. Any feedback is welcome.
Seems unremarkable. Without more context, there's no way to really evaluate it. Do you need a button for jumping? If it's not a platform game, just being able to hop around often feels unnecessary, and can lead to frustration when the airborne component of the combat doesn't work out all that well. I'd rather have a grapple or an active block than a jump.
I like the use of the block button to activate the inventory. If the passive "turtle block" is robust, then it's a good substitute for pausing, and you can get your items into play without interrupting the action (Resident Evil) or getting your ass beaten (Alone in the Dark). That's a good idea.
I like the use of the block button to activate the inventory. If the passive "turtle block" is robust, then it's a good substitute for pausing, and you can get your items into play without interrupting the action (Resident Evil) or getting your ass beaten (Alone in the Dark). That's a good idea.
I agree, without any more knowledge of the game, that layout seems kind of generic. It seems basic enough that if anything, the entire setup could be fully customizable, players free to swap and buttons they want.
Is the gameplay fast paced? Slow? Moreso action or thinking/puzzles with baddies tossed in? Need to know the gameplay style before a layout can come out. Like, fast paced manic action needs to have everything layed out that the bread and butter skills/abilities/etc. need to be easy to hit, or just... feel smooth.
Try stuff out, this isnt anything Id bother worrying too much about. Its more of a "fiddle with it" thing.
Is the gameplay fast paced? Slow? Moreso action or thinking/puzzles with baddies tossed in? Need to know the gameplay style before a layout can come out. Like, fast paced manic action needs to have everything layed out that the bread and butter skills/abilities/etc. need to be easy to hit, or just... feel smooth.
Try stuff out, this isnt anything Id bother worrying too much about. Its more of a "fiddle with it" thing.
The controls seem fairly standard, and I would imagine easy to pick up and play as most conventions are followed.
I would consider testing how easy it is to accidentally use an item instead of changing form, especially if you expect the player to switch between attack styles mid-battle.
Quote:
Original post by tofudude
D pad:Each direction corresponds to a different form(attack styles that accell in different areas such as magic, jumping etc.) When The guard button is held down each direction becomes a different item(like heal items, power ups , potions etc.)
I would consider testing how easy it is to accidentally use an item instead of changing form, especially if you expect the player to switch between attack styles mid-battle.
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