Quote:
Original post by rcw003
I must admit this idea make me skeptical.
Most of the fun of ridiculous combo’s is to actually watch your character pull off the combo you just told it to do. Just think of the first time you actually completed a finishing move in the MK series, and then got to watch the chaos unfold. I think a lot of that would be lost doing it in the first person perspective. Making it too complicated for the user with no payoff other than watching your opponents rag doll fall to the ground would not hold many users around long enough to become masters of such a combat system.
What I could see working is making the right mouse button work as a toggle into gesture mode. When it’s down you lose the ability to change direction with your mouse, but can do your patterns with your mouse gestures. If you get in a jam you can release the right mouse button and cancel the attack you were trying to perform and gain back movement of the mouse. To further help users learn your system, there could be a delayed UI “helper” that will show itself after the right mouse is held down for a few seconds. This would make it still fun to learn, but would give masters of the system an edge over the noobie.
Just some thoughts to throw out there.
Thanks. Part of the HUD is a 3rd person view that renders only the avatar. It allows you to see your crazy move but the real need for it is to see your body orientation because it's great feedback.
To further complicate the issue, rogues and warriors both use 2 weapons, well a sword and shield for the warrior so I was wanting the RMB to control the offhand weapon. Obviously the general consensus is that I need to water down the input system a bit.
You're the first person that's offered any real input towards that end.