improving the control system
improving the control system
How do you think the lugaru control system could be improved?
- Making use of the right mouse button
- Less functions per key:
in lugaru 1 for instance, the shift key could be used to crouch, roll, flip, tackle, leg-kick etc, which is a good thing because it makes the control more intuitive and simple, but it could create some unwanted situations, like tackling an enemy instead of rolling at them, standing up and flip-kicking.
Hope you see what I mean.
- If holding a weapon (eg. knife), one additional attack key, to decide wether to attack with your hands/feet or with the weapon. If holding a two-handed weapon, this would add an additional attack (great use for the 2nd mouse button)
- *your idea here...*
- Making use of the right mouse button
- Less functions per key:
in lugaru 1 for instance, the shift key could be used to crouch, roll, flip, tackle, leg-kick etc, which is a good thing because it makes the control more intuitive and simple, but it could create some unwanted situations, like tackling an enemy instead of rolling at them, standing up and flip-kicking.
Hope you see what I mean.
- If holding a weapon (eg. knife), one additional attack key, to decide wether to attack with your hands/feet or with the weapon. If holding a two-handed weapon, this would add an additional attack (great use for the 2nd mouse button)
- *your idea here...*
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- Gramps
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- Short end of the stick
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And I didn't say that he did.
I implied it. Just as he did.
But the fact of the matter remains:
There is nothing wrong with the controls. David's controls make the connection between player and avatar seamless. This is an ideal situation. Killing this seamless connection kills one of the major aspects that make Lugaru what it is.
If there were an option to let the player customize all the controls and key combinations, fine. But that's just putting more work on David's shoulders.
Hence, assuming that he won't add this feature, and within the bounds of the argument of "keep the controls simple" versus "add to and adjust them," I argue for keeping them as they are.
I implied it. Just as he did.
But the fact of the matter remains:
There is nothing wrong with the controls. David's controls make the connection between player and avatar seamless. This is an ideal situation. Killing this seamless connection kills one of the major aspects that make Lugaru what it is.
If there were an option to let the player customize all the controls and key combinations, fine. But that's just putting more work on David's shoulders.
Hence, assuming that he won't add this feature, and within the bounds of the argument of "keep the controls simple" versus "add to and adjust them," I argue for keeping them as they are.
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- Short end of the stick
- Posts: 3655
- Joined: Sat Oct 08, 2005 12:37 am
- Location: Robbing the cradle.
In fact I was suggesting to find a way to extend the possibilities, while remaining simple and intuitive and eliminating the possibilities of misunderstandings between me and my keyboard.
I had great fun finding out the possibilities on the current system, but I think that the better you get, the more you are capable of handling several keys at once.
So I suggest that the control system should remain easy for beginners but offering more possibilities to the advanced player (eg using that right mouse button as an additional attack function, not just remapping the attack/jump/crouch/whatever key).
Don't be so easily offended, I'm just making some simple suggestions, I'm not attacking the lugaru control system, and I'm not some evil guy who wants to put work on poor David's shoulders
I had great fun finding out the possibilities on the current system, but I think that the better you get, the more you are capable of handling several keys at once.
So I suggest that the control system should remain easy for beginners but offering more possibilities to the advanced player (eg using that right mouse button as an additional attack function, not just remapping the attack/jump/crouch/whatever key).
Don't be so easily offended, I'm just making some simple suggestions, I'm not attacking the lugaru control system, and I'm not some evil guy who wants to put work on poor David's shoulders
I see what you mean, e.g. how in Quake 3 it defaults to "auto switch to the weapon you just ran over" but as you get better, you eventually bind each weapon to a separate key. I haven't found myself limited by the standard controls in Lugaru 1 so much, but when Lugaru 2 comes around with a much more robust fighting system, that might be a sweet feature.