Character Control/Movement

Tony

Insider
Wow, I'm thoroughly impressed with the dynamic combat and physics you guys have created! I've never seen anything like it before. It will make combat much less predictable (most combat in games involves watching the same predetermined animations play over and over) which will improve the games overall enjoyment and replayability!

How is the character controlled in the game? Are you guys planning on using mouse only to control walking and attacks or is it a more traditional "W, A, S, D" keys for movement while using the mouse to aim?

Also, how will you target specific body parts/locations in combat when it seems you're using a more isometric view? Won't this make it difficult to aim at specific locations that you are attempting to hit?
 

HarroK

Insider
This is amazing. This game is the closest attempt to create my "dream game". But I wish it wasn't isometric, and had Over Shoulder view, I dunno how it is properly called :D
 

Humblerbee

Insider
From what I've seen thus far, I'd hazard a few guesses as to the control scheme. Pan the camera with either mouse to the edge of the screen or arrow keys. Right clicking interacts with the world, including running to a specific ground targetted location. Hold left click and drag your mouse to swing in that direction, or just click for a generic attack. WASD to strafe and move around while fighting. Shift to block, powers assigned to 123 etc.

I am curious though, what is the control scheme? Also, do you gain any abilities or feats through milestones for melee combat besides standard attacks?
 

Yosepi

Member
Will there be a 2nd- or even 1st-person view?
HarroK I think you mean 2nd-person. But I might be (and probably am) wrong. If I am, then the "2nd person view" is meant to be "over the shoulder view"
 

Humblerbee

Insider
Will there be a 2nd- or even 1st-person view?
HarroK I think you mean 2nd-person. But I might be (and probably am) wrong. If I am, then the "2nd person view" is meant to be "over the shoulder view"
1st person is from the view of the character, 2nd person would be from the view of an enemy, third person is a third party viewing from behind.

Personally, I hope the camera system is similar to that of Neverwinter Nights, where the standard camera perspective is isometric, but if you so wish you can zoom down closer towards the action and your character and take a more over the shoulder perspective.
 

Valvar

Member
I find this question to be very important. A first person perspective would, in my opinion, increase the immersiveness tenfold. While lots of old, great RPG's used ismoetric view, I think this was mostly due to limitations. In a 3D game where you interact with the world, you want to BE THERE, not just be a spectator. Make it like Amnesia, not Diablo!
A really good example of immersive first person view that I'd like to bring up is Mortal Online. While most of the other featues in the game are lacking, the immersiveness is simply in a league of its own (do watch some videos or try the trial just for the hell of it!). It would not be possible at all without forced first person. While I don't think that first person should be forced in Sui Generis, I think it should definitely be implemented as the default option. This is backseat development, I know, but please think about it!
 

HarroK

Insider
I don't think it's gonna be playable in FP with such game mechanics. But Gothic like TP would be great
 

Venom

Member
Maybe it won't play in 3rd person view, but I am quite sure that modding will take care of that if this is funded.

My full interest goes to receiving answers about the running animation and the current center of gravity for characters. I assume that the head is the center of gravity of the character instead of the lower body or the torso after seeing the running animation being so floaty. I wish to know how do you wish to fix this and if you want to keep the current center of gravity for characters, considering that the head seems to cause extremely unbalanced movements whenever any weapon is swung or when the character strafes.

Also, which controls are used to move?
 

Jon Nukem

Insider
This is amazing. This game is the closest attempt to create my "dream game". But I wish it wasn't isometric, and had Over Shoulder view, I dunno how it is properly called :D
I always wanted to build a game like this also I was even teaching myself programming for game design and when I heard he did the same in this project I was sold!
 
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