> While this can be kind of pain I think we can't avoid it. We > can see this "cursor mode" in many FP games. Yeah, but ours isn't a FP game. There is still questionable utility in even having a FP mode for our game. It's really only there because some people (usually frequent FPS gamers) prefer it to the 3rd person view typical in RPG games. Hm... it's also important to note that these are the people who keep trying to turn our game into an FPS as well :) > The only issues to be careful with are: > 1. Is combat possible in "cursor mode"? This is very important - so I > issolate it from other issues. I assume you would put the crosshair on the target and click the mouse. The player character would then attack automatically. > 2. What other actions possible in this mode? Similar to attacking, when you click the mouse on something the default action occurs. My control theory here is that when you have the mouse over something the cursor changes to say "You'll be doing action X" if you click the left mouse button. If you right-click, a menu appears, something like in Maya, Never Winter Nights, or RavenShield with a circular menu from which you can select any available actions for that object. > 3. Situations of automatically switching to/from "cursor > mode". While some > games have this feature I really don't like it very much > (completely agree with Darryl about switching something > automatically is not > so good for player). Maybe only is some very special case. The problem for us is exemplified by the Equipment/Inventory menu. To equip something, you need to select it in the Inventory and drag it to the Equipment menu. I can not imagine a good way to do this without a cursor. We will have many other menus, such as the magic/spellbook menu, that will require a mouse. In a strict first-person game, it's not a problem because you can pause the action when the player is manipulating his inventory. In a multiplayer game, you can't pause, so if the player is being attacked, he has to be quick on the Esc menu to get back in control of his character. If he's running away from an enemy while trying to switch from crossbow to long sword, he's going to have some problems (the Quick Equip buttons from NWN might help here). > I am not so familiar with control code, but I assume it can > be a pain to introduce such changes in the code. > However what other options we have? True enough. If we want to make FP a part of our game, and I think we do, then we're going to have to make some changes to allow it. It's possible, but it's a refactoring of a bit of code. The reason I'm thinking seriously about this is that because our game is truly 3D, which tall building and whatnot, sometimes it's very handy to be able to look up and down to see what is around you. With our currently controller config, FP is almost useless. Darryl