What do you think of this control scheme?

Started by maximusfink, Fri 06/07/2012 23:29:27

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maximusfink

I'm considering implementing a simple interface, but it's a little different from any game I've personally encountered. It works as such:
right click is walk, regardless of the cursor that is selected.
left click is either 'observe' or 'interact', you scroll the mouse wheel up to select observe, and scroll it down to select interact.

I'm trying to decide between this, and the more traditional 'left click to move/interact, and right click to observe' control scheme.

I'd just like to hear some opinions, try to imagine it. Does the first method sound confusing, awkward, clumsy, or in any other way unintuitive to anyone?

EchosofNezhyt

Is there a reason why your deviating from the norm?
It sounds basically like the L/R click scheme just swapped around.

But I mean I don't really have a problem with it.

maximusfink

Yeah I don't know, I was thinking about situations where the player would want to dodge something, like a boulder or something, and I thought giving walk it's own mouse click would make the character feel more mobile, instead of the player having to scroll through cursors for 'walk'. Of course that's effectively how it is in the normal L/R click scheme, I'll probably just go with that. I just thought my method might make things more graceful in situations where there was a timelimit or some enemy that had to be dodged, making it so a player wouldn't ever accidentally click on something interactable when they wanted to simply move there. The more I think about it, it doesn't make much of a difference.

Ali

I think it would appeal to the more intractable Blender3D users, but would confuse (normal) people who are used to left clicking for primary functions and right-clicking for secondary functions.

And depending on a mousewheel would make the game unplayable with old mice, or some graphics tablets. So I'd go with the traditional L/R setup!

maximusfink

Alright thanks for the input, that is what I shall do!

EchosofNezhyt

If you play on having a ton of movement related stuff I prefer wasd over mouse clicking.

Khris

Yeah, deviating from what people are used to just for the sake of it doesn't sound like a good idea.

If you want the character to be always mobile, just process a click on an empty area as walkto click, regardless of the current action. I don't know why that's such a rare setup in games.
Imagine there's a scrolling room and I want to interact with something outside the screen. I'm already in interact mode, so now I have to switch to walk mode, then click at the far side of the room, then switch back to interact. Why not simply allow the player to walk over there by interacting with the floor?
One could also make the cursor mode switch automatically, depending on what's under the mouse.

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