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Commander~DEST
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PostSubject: Control Engine   Fri Nov 13, 2009 8:44 am

Well, this is a list of pretty much anything we could ever want in our game. These controls would have to be introduced gradually. We will also include something called endurance in this game. It will constantly be regenerating at a speed of 1 Endurance Point per second. The following list will show how much points it uses. Enemies do not have endurance.

Movement:
  • W: Jump (1 / jump)
  • W,W: Double Jump (2 / second jump)
  • F+W: High Jump (2 / jump)
  • A: Left (1 / sec)
  • S+A: Roll Left ( 2 /roll)
  • D: Right (1 / sec)
  • S+D: Roll Right (2 / roll)
  • S: Crouch (1 / initial movement)
  • F+S: Lay Down (2 / initial movement)
  • F+Scroll Up: Climb Up (4 / second)
  • F+Scroll Down: Climb Down (3 / second)
  • T: Open/Close Parachute (1 / initial movement)


Battling Actions:
  • Q: Next Weapon
  • F+Q: Default Weapon
  • E: Next Explosive
  • F+E: Default Explosive
  • Space Bar: Interaction 1
  • F+Space Bar: Interaction 2
  • Mouse: Aim
  • Middle Button+Mouse: Precision Aiming
  • Left Click: Use Weapon (Mode 1)
  • Space Bar+Left Click: Use Weapon (Mode 2)
  • F+Left Click: Use Weapon (Mode 3)
  • F+Space Bar+Left Click: Use Weapon (Mode 4)
  • Right Click: Use Explosive (Mode 1)
  • Space Bar+ Right Click: Use Explosive (Mode 2)
  • F+ Right Click: Use Explosive (Mode 3)
  • F+Space Bar+ Right Click: Use Explosive (Mode 4)


Explanations:
  • Interaction 1: The non-violent interactions. Flipping switches, opening doors, picking up items, etc.
  • Interaction 2: The violent interactions. Destroying security cameras, disabling alarms, breaking windows, smashing crates, etc.
  • *Note: When you pick up an item, such as a crate, you will be able to throw it. Your weapon will be put away though. Once you either throw or drop the item, your weapon will be returned to your hand.
  • Attack Modes:
    • Mode 1: Use Weapon/Explosive
    • Mode 2: Drop Weapon/Explosive (makes it inactive)
    • Mode 3: Use Weapon/Explosive (rapid fire)
    • Mode 4: Throw Weapon/Explosive (makes it inactive, if it hits something it can cause a reaction)


Endurance Point Maximum:
  • Level 1: 100
  • Level 2: 102
  • Level 3: 105
  • Level 4: 109
  • Level 5: 114
  • Level 6: 120
  • etc...

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PostSubject: Re: Control Engine   Fri Nov 13, 2009 10:25 am

Have you started on any of this? Because making up random ideas that look good on paper, is very hard to implement.
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PostSubject: Re: Control Engine   Fri Nov 13, 2009 10:42 am

current sugested
s shift
w space
f ctrl(maybe, f feels slightly clumsy. Maybe r or w...)

For controls I like less multitasking for each finger. These just don't feel right to me. We could do double key bindings, it wouldn't be that hard.
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PostSubject: Re: Control Engine   Fri Nov 13, 2009 10:56 am

On second thought, my idea above is too confusing. We need to start small.

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PostSubject: Re: Control Engine   Fri Nov 13, 2009 3:26 pm

That is way too confusing. I suggest

--NO multitasking
--NO double jumping // this aint a fokin Sonic Smile
--NO rolls/other acrobatic moves other than jumpin/crouching/running
--only stand or crouch
--I think shooting "modes" were already planned out: if a weapon has another firing mode, use right mouse button.
--Endurance is a bit confusing but good idea though, could affect your accuracy if you just ran 3 miles.
--Weapon switching throu Q/E
--Reload R
--For ladders, we can just check if the player is below them when pressing W so he starts climbing.

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PostSubject: Re: Control Engine   Fri Nov 13, 2009 8:27 pm

Bit simple though, No tatics, if a bullet comes your way, you get hit... If a bullet comes their way, they get it...

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PostSubject: Re: Control Engine   Fri Nov 13, 2009 9:33 pm

Ok. I'll go with your idea Hegemege.

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PostSubject: Re: Control Engine   Fri Nov 13, 2009 10:23 pm

I just hate programming shooting games...
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PostSubject: Re: Control Engine   Fri Nov 13, 2009 11:56 pm

In every game that has an endurance type thing it has just annoyed me from being an inconvienence to wrecking the game for me. I don't think endurance is a good idea. IF it gets in then it should have a very fast recharge rate. I don't want to sit arround and wait in a shooter game. (or in any game). Weapon overheat/reload things are fine.
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PostSubject: Re: Control Engine   Sat Nov 14, 2009 2:31 am

Neko wrote:
Bit simple though, No tatics, if a bullet comes your way, you get hit... If a bullet comes their way, they get it...

Hence crouch or jump, two ways to dodge a bullet high or low.

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 2:35 am

I agree, but the near instant bullet thing doesn't seem to give you any time to dodge, slow bullets do.
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PostSubject: Re: Control Engine   Sat Nov 14, 2009 2:36 am

Well yeah, but any time of movement/defense is going to have the same problem. You have the same problem in Halo or if you were in a real life firefight, it is a non-issue.

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 2:37 am

This is being discussed in another thread. We "decided" to go on with somewhat fast bulelts but not too fast so the player can see them and possibly react. Maximal flying time across a view would be between 1-2 seconds

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 3:46 am

I personally think in regardence to the gun system, there should not be any wait, for the exclusion of reloading
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PostSubject: Re: Control Engine   Sat Nov 14, 2009 4:16 am

Ok so to compile everyone's ideas I think we come up with the following:

W: Jump/Climb Up
A: Left
S: Crouch/Climb Down
D: Right
Q: Previous Weapon
E: Next Weapon
R: Reload
Mouse: Aim
Left Click: Use Current Weapon
Right Click: Change Attack Mode

But how will this work with different attachments on your weapon? Would you just be able to set default weapon attachments for each weapon, so that when you switch on to a weapon you already have the attachments you want?

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 4:47 am

Some weapons have attachemnt possibilites, which means that they don't have secondary fire even without the attachment. If a gun has an attachment attached, right mouse button changes to that firing mode or switches the gadget(laser sight, flashlight) on/off. When you equip weapons somewhere, yes, the attachments are atatched already, and you can't use them in other weapons in the meantime. However, you can take the attachments off and put them on to another weapon. I think this attachment swapping thing would need a workbench or something, not necessary though

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 7:53 am

Case Closed:

W: Jump/Climb Up
A: Left
S: Crouch/Climb Down
D: Right
Q: Previous Weapon
E: Next Weapon
R: Reload
Mouse: Aim
Left Click: Use Current Weapon
Right Click: Change Attack Mode

I'm going to lock this thread. The final decision has been made. Slight modifications may need to be made later though.

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 5:32 pm

I don't think this is closed, How about the Activate/Use key? Space, right? or something else?

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 8:38 pm

You mean to activate/use an item?

Well I think the Shift button can suit that purpose. It falls right in allignment with your hand position. What do you think?

And to pick up an item, do you just walk over it and it goes to inventory or whatever, or do you have to press something. I think it should be done automatically. When you press Shift, what item is used? How do you set it?

...

Just a few questions evryone probably has.

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 8:42 pm

I mean, Go through a door, pull a lever, enter a passcode. That kind of Activation/Use Smile

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PostSubject: Re: Control Engine   Sat Nov 14, 2009 8:47 pm

Ah, right... I forgot to include that. It was part of the plan though. Thanks.

W: Jump/Climb Up
A: Left
S: Crouch/Climb Down
D: Right
Q: Previous Weapon
E: Next Weapon
R: Reload
Space Bar: Interaction
Mouse: Aim
Left Click: Use Current Weapon
Right Click: Change Attack Mode

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PostSubject: Re: Control Engine   Sun Nov 15, 2009 1:17 am

There should be an option to transpose shift and F12 button...
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PostSubject: Re: Control Engine   Sun Nov 15, 2009 1:19 am

Hacker wrote:
There should be an option to transpose shift and F12 button...

Why?

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PostSubject: Re: Control Engine   Sun Nov 15, 2009 1:38 am

So you accedently leave the game?

BTW I still want a spacebar jump, maybe have Shift as interaction instead?
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PostSubject: Re: Control Engine   Sun Nov 15, 2009 2:34 am

I prefer W because jumping is not a thing every player do all the time. Space might be used a lot more because you have to interact with 5+ objects per level.

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