ID:154032
 
This question actually relates to Bizlof War, but it doesn't really quite knowledge in playing it to be of help to me. :)

I have several options for movement/shooting in the game, and I'm trying to decide what is the best overall.


1) Keyboard oriented. The center key (5) for shooting, and supports 8 directions.

2) Mouse-click oriented. Click on a turf with the mouse, and if that turf is within your FOV (Field of View), then it will shoot in that direction. This supports all directions.

3) Mouse-movement oriented. Move your mouse on the playing field, and your character will turn towards your mouse. This way, the up/down keys can be use for north/south movement, while the right/left keys can be used for strafe.


Currently I'm using the first method, but I'd like to hear what other people think before I make any sudden decisions.

Thanks.
Check out The Generic Western Shoot 'em up game (TGWSEG) when its hosted, or I could host it for you.

It has mouse based shooting.
In response to Sariat (#1)
Sariat wrote:
Check out The Generic Western Shoot 'em up game (TGWSEG) when its hosted, or I could host it for you.

It has mouse based shooting.

So, your opinion would fall under #2?

I'm asking for opinions and reasonings, so that doesn't exactly answer my question.
As you probably know by now, I support #3. Since there will be turning speeds for different characters to reduce lag, I think it will be the wisest choice. Less lag, easy to control, precision shooting, it's all good. It beats the heck out of 8 direction shooting, or a really hard way to control the game. Veterans of FPSs shouldn't have much of a problem tuning to this style, since it uses the mouse to aim and shoot, and the keyboard to move. Good balance if you ask me.
Malver wrote:
[snip]
3) Mouse-movement oriented. Move your mouse on the playing field, and your character will turn towards your mouse. This way, the up/down keys can be use for north/south movement, while the right/left keys can be used for strafe.
[snip]

I'm fond of this option. However, the procs that would keep track of the mouse constantly tend to have the following in their help entry: "Don't define this unless you need it, because it generates extra communication that is otherwise avoided. Defining it on only the objects that require it reduces overhead."

I would make clicking the mouse turn the character towards what was clicked. If you use clicks, you won't have to bother with knowing where the mouse is while it's inactive. You would still wind up with the mouse turning and the keys strafing like you want, but you wouldn't have the overhead.