[project1dev] Re: Project1 - SVN Update 737

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 6 May 2010 09:57:26 -0700

Disclaimer again: we wouldn't know for sure til we playtested but...

having the bumper scroll through spell options handles the spell selection
problem, but not the targeting the spell problem.

basically there's 2 parts...

#1 - Decide what spell to cast
#2 - decide where to cast it

On the PC, we have the mouse and the keyboard so they can easily do both of
those things while moving the character and even fighting enemies at the
same time.

#1 - press a shortcut key or click on the coresponding button for the spell
you want to cast - while using WASD and space bar to move around and fight.
#2 - move the mouse to where you want to cast the spell and click - while
using WASD and space bar to move around and fight.

On the 360, if we have a fast way to do #1, thats awesome, and we wouldnt
need to pause the game for that.

But, for #2, if it takes time to aim and shoot (which it does!), and during
that time you can't also reasonably control your character to move and fight
back, i think we'd have to pause the game.

Of course you could say "it's dangerous to cast a spell" but IMO (and we'd
have to playtest to see how it really played out!) i think that would just
make using spells a bad idea in general and youd usually get beaten up
(penalized for using them), especially at the higher more difficult levels.

of course some spells might not need a target (like casting an earthquake or
casting a spell to slow down time), but i bet at least half of them would :P

On Thu, May 6, 2010 at 9:46 AM, eric <figarus@xxxxxxxxx> wrote:

> The easiest answer is just to have the bumpers scroll through the spell
> options
>
> Sent via BlackBerry from T-Mobile
> ------------------------------
> *From: * Alan Wolfe <alan.wolfe@xxxxxxxxx>
> *Date: *Thu, 6 May 2010 09:45:06 -0700
> *To: *<project1dev@xxxxxxxxxxxxx>
> *Subject: *[project1dev] Re: Project1 - SVN Update 737
>
> I could be wrong and we would have to playtest to know for sure, but really
> are you going to press a button to toggle between controlling your character
> and controlling your spell cursor so you can run away from enemies and aim
> where to cast at the same time?
>
> That sounds overly complicated :P
>
> On Thu, May 6, 2010 at 9:34 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> For the cursor being moved, you could always assign a button that allows
>> you to switch control of the cursor on and off, like in Goldeneye how you
>> can set it up to either pause your character, or aim while moving by holding
>> in a button.
>>
>>
>> On Thu, May 6, 2010 at 12:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>
>>> Well, for a frequently used I was thinking there's a top 3-4 spells that
>>> you can cycle through, realistically that would only take a player 1 second
>>> to get through them.  If you want the option to pause the game for that,
>>> it's fine too.  (:
>>>
>>>
>>> On Thu, May 6, 2010 at 12:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> It makes sense, that's alot like what i was saying for pausing the game
>>>> while casting.
>>>>
>>>> Re: having the "frequently used" skills list not pause the game, part of
>>>> the reason why we need to possibly pause the game is that while you are
>>>> moving the spell cursor around, you dont have control over your character 
>>>> so
>>>> you could be getting beaten up while trying to cast a spell.  You might say
>>>> "oh well, it makes it harder" but we'd have to play with it to see if it
>>>> felt fair or not.
>>>>
>>>> The original act raiser on snes paused the game when you told the town
>>>> where to build, but i forget if it paused or not when casting.  I think it
>>>> did but im not 100% sure.
>>>>
>>>>
>>>> On Thu, May 6, 2010 at 9:02 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>
>>>>> With Xbox controllers, assign a button to bring up the menu for
>>>>> spells/skills.  There can be an options for:
>>>>>  it displays a list that you pick from and pauses the game
>>>>>  it displays a wheel that you can circle through and pauses the game
>>>>>  it displays a wheel that you can circle through and the game does not
>>>>> pause
>>>>>  it cycles through 'frequently used' skills, or skills that are
>>>>> assigned not paused
>>>>>  it cycles through all skills possible not paused
>>>>>
>>>>> If that's hard to understand I can draw up concepts later tonight.
>>>>> Because of the hotkey option available on a PC, none of those options
>>>>> are necessary. but may be fun to implement to test; I have some 
>>>>> controllers
>>>>> I can hook up to my PC.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Thu, May 6, 2010 at 11:53 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> but hey you bring up something kind of important
>>>>>>
>>>>>> with the RPG we were designing it to be friendly both for PC controls
>>>>>> as well as a game controller so we could port to the 360.
>>>>>>
>>>>>> with this game, we are using the keyboard number keys for spell
>>>>>> shortcuts, and we are using the mouse as a pointing device which makes it
>>>>>> pretty much impossible to do a straight port to a console.
>>>>>>
>>>>>> The wii has a pointing device but it can't do shaders, and has a
>>>>>> really small amount of ram so from a technical and graphical pov the game
>>>>>> would have to be toned down a lot.
>>>>>>
>>>>>> The ds is wayyy underpowered but has a pointing device too, our game
>>>>>> would have to be UBER toned down to fit on there, but it might not be a 
>>>>>> bad
>>>>>> target platform if we could get it to fit (:
>>>>>>
>>>>>> On the 360 (and ps3), we'd have to make a replacement for choosing a
>>>>>> spell to cast and choosing where to cast it if we wanted to port it.
>>>>>>
>>>>>> One idea would be something like you pressed a button to bring up the
>>>>>> spells menu and it paused the game.  You chose the spell you wanted to 
>>>>>> cast,
>>>>>> then you would use the analog stick to move the target cursor to where to
>>>>>> cast it then press A to cast the spell.  After that, the game would 
>>>>>> unpause
>>>>>> and go about things as normally.
>>>>>>
>>>>>> That's one way i could see it working, so a port to 360 still isn't
>>>>>> out of the question but i dont think it could be a straight (1:1) port :P
>>>>>>
>>>>>> It still would be a nice goal though (:
>>>>>>
>>>>>>
>>>>>> On Thu, May 6, 2010 at 8:28 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> The irony - the wii can't do shaders!!! haha
>>>>>>>
>>>>>>>
>>>>>>> On Thu, May 6, 2010 at 4:11 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> Wii port anyone?!
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, May 6, 2010 at 2:50 AM, Matthew Freeland <
>>>>>>>> mattthefiend@xxxxxxxxx> wrote:
>>>>>>>>
>>>>>>>>> Doesn't have the same feel as the english flag... but it'll do!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, May 5, 2010 at 11:44 PM, Alan Wolfe 
>>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>>>
>>>>>>>>>> A little preview of his art cause the code isn't ready to check
>>>>>>>>>> in.  What an improvement huh? (:
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Wed, May 5, 2010 at 11:37 PM, Apache User <
>>>>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>>>>
>>>>>>>>>>> User:atrix256
>>>>>>>>>>>
>>>>>>>>>>> Message: Wurmz made a better spell decal, checking it in so it
>>>>>>>>>>> gets into SVN!
>>>>>>>>>>>
>>>>>>>>>>> <Files Changed>
>>>>>>>>>>> A   ActRaiser/Art/Models/Overworld/TargetReticule.png
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> ==============================
>>>>>>>>>>> Project 1 Dev mailing list
>>>>>>>>>>> to unsubscribe, please send an email request to
>>>>>>>>>>> demofox@xxxxxxxxxxx
>>>>>>>>>>> Project 1 website: http://project1.demofox.org
>>>>>>>>>>> Project 1 SVN repository: http://pyotek.com/project1
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: