> > 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 :) :-)) I really enjoed both modes. I played Elder Scrolls series a lot in FP mode. And I really like NWN with it's 3-person view. So I am not the guy who want game to be shifted to FPS. :) There are a lot of such games - no need to have another one. > > 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. Ok. The only thing to notice - character should attack only enemies (currently hostile targets). While we can reserve some other action like "talk" for friendly ones. And maybe implement Ctrl+click for force-attack. > > 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. Again this system is quite common for many games. And I like it. Also we can implement some keyboard shortcut to switch default actions quickly if player is in a hurry to do something. > > 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). Yes. We should reserve some keyboard shortcuts also for such situations. > > 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 > >