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View Full Version : Interface and the Mouse


Sean Doherty
01-14-2006, 07:20 AM
There has been may post stating that it is more or less a must to have the mouse as your only interface. I am finding it difficult to use only the mouse given the number of functions available in my game thus far:

- thrust
- primary fire
- secondary fire
- primary weapons switching
- secondary weapons switching
- direction of travel

Thus far I have mostly designed the interface around the mouse. However, I have been getting feedback from people that I should more more functions to the keyboard {such as thrust to the "w" key}.

I am not really looking to build in a bunch of functionality where the player can remap the keys and I was thinking of allowing a couple of different configurations.

- one mouse heavy
- and one mouse light

The game is a 360 degree space shooter; not a FPS. Any thoughts?

Thanks

Savant
01-14-2006, 07:30 AM
It sounds like you're developing a game outside the casual portal scope, so I don't think that mouse manta really applies to you. Your target audience will be prepared to use a few extra keys.

soniCron
01-14-2006, 02:10 PM
Savant's on target with this and I'd like to add something to the mix: The adage about mouse control isn't to be taken so literally. The point isn't the "mouse" itself. In essense, they're saying, "Make the controls as easy and intuitive as possible." The mouse tends to be the single most intuitive control method for many PC based game types, but it's certainly not to be used if it comes at the expense of comfort and ease -- that's not the point. Do the best you can to make your controls the best you can, because they're just as important as the graphics, algorithms, and music.

Fabio
01-16-2006, 12:14 AM
It sounds like you're developing a game outside the casual portal scope, so I don't think that mouse manta really applies to you. Your target audience will be prepared to use a few extra keys.Although the mouse has been used on so many games already that using it on one's new games qualifies to shameless cloning. :mad:

Joking, Savant. ;)

Christian
01-16-2006, 08:15 AM
i think that you could add complexity to the controls and still be able to use only the mouse, but that would require a very slow gameplay. For example, you could make the controls on screen and with the mouse you could move some levers, push buttons, rotate wheels, select targets,whatever, and it would be original too.

Ronkes
01-16-2006, 11:43 PM
For example, you could make the controls on screen and with the mouse you could move some levers, push buttons, rotate wheels, select targets,whatever, and it would be original too.
But would it be a better interface?

Christian
01-17-2006, 08:29 AM
it would be a better interfece only if its a complex and slow game, it would be bad if its a fast paced game with simple or complex controls. My suggestion only works for a very slow paced game.

Mark Sheeky
01-25-2006, 11:36 AM
Hi Sean,

I am not really looking to build in a bunch of functionality where the player can remap the keys...

I suspect that you'll have to do that eventually. I had to. People will simply keep asking you. Whenever you add keys, particularly a list of functions, some people will always want to remap. The best answer is to do some form of remapping and get it out of the way. After all you can use the code for future games too.

Mark