Has any1 tried making a 3d game with mouse aiming?
There's...
Quake...
Quake 2...
Duke Nukem 3D, I believe...
Descent, perhaps...
Any Quake engine game...
Perhaps you should have a look around their control menus. =)
____________________________________________________________www.elf-stone.com | Automated GL Extension Loading: GLee 5.00 for Win32 and Linux
Just my 2 cents.
--TheGoop
As I understand it, this would be different from Quake because the aiming would be independent from the navigation.
Now, I believe this would make the game much more difficult, because if you are tracking a monster with your mouse, and he runs off screen, then you have to follow him with the keys in addition to trying to track him with the mouse. Thus, you have to coordinate with both hands, whereas in Quake you only track with one hand.
Does this make sense?
Justin Martenstein
So, to answer the initial question, check out MechWarrior.
Good night, I'm too tired to be up on a message board posting.... zzzzzZZZZZZ
- Splat
It would probably be more acceptable if while holding down another key the mouse control was like Quake/Half-Life. That way you get the best of both worlds and doesn't piss people off that don't like the different controls.
mouse is doing its own thing (not rotating), how do you intend to have the user turn?
Is there going to be another pair of keys that would be bound for the turning???
(if that's the case, I wouldn't recommend
it since most users tend to like to control their own rate/speed of rotation). Basically, the turning input is digital (if you use the solution I suggested) (either start turning or not) and not analog-like (I only want to turn a little bit or I need to turn a lot/VERY fast etc. in which current mouse interface uses).
How did the game Cyclone, solve that problem?
The only way I think it would marginally work is if you had the rotation controlled by the mouse, where the player would turn when the cursor hits the border of the screen (either left or right). In otherwords it would work similar to the mouse interface for RTS games where you 'scroll' when you hit the border of the visible 'map' etc.
The drawback to this is the response time would probably be (relatively speaking) SLOW.
Well, whatever you decide to use, please let me know how it goes. I'm kind of curious how gameplay would be affected by this new 'factor'.
Good luck
The trick seems to lie,as has been noted, in keeping movement on an even keel, and not handicapping the player by slowing their ability to turn too much.
Anyway,
signing off,
mikey