[project1dev] Re: Project1 - SVN Update 737

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 6 May 2010 12:02:47 -0400

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
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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