#clicking starts a click sequence
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I'm just looking for any pointers.. any wild ideas i might could implement
the white circle is just (unit is selected) this gives u the ability to click and hold (which will open the submenu, where u give orders).. while its selected u can also click and drag.. (this makes the unit look in teh direction ur moving ur mouse..
theres also a waypoint mechanic where if theres a waypoint there can also be a direction assigned to it.. and it'll smoothly lerp to that direction as it gets closer to that waypoint
atm, my only idea is to have an arrow and a line drawn from the unit to the mouse position as u drag..
which may be absolutely fine... (also going to add some click-click-click audio feedback as u draw this line (which isnt in the clip yet).. so for every x amount of units u drag away from the character you'll get that feedback
im just curious of how else to kind of relay that information to the player.. that when u click and hold ur telling that unit to look taht direction..
just any ideas.. everyone else i know gives me the same advice.. (draw an arrow towards the mouse from the unit u clicked on).. which makes me think i could do something more clever.. since thats the generic input im getting
heres another clip where i go thru the different states..
- unselected
- selected
- selected and looking
- selected and drafted (the walkie talkie will become a sub-menu)
im going to explain this stuff in the tutorial, but u know some people skip over that stuff..
i think the click and hold mechanic is pretty explainatory.. when u click and hold that menu appears.. but yea..
its the click and drag mechanic i want to kind of protray better
which where drawing an arrow from the player is the only idea i have atm
ok, and when you assign directions, it's only the immediate direction not a whole path/route through your field?
its a turn-based type game.. u'll be assign waypoints for it to move towards.. those waypoints will have a direction tied to them.. BUT if you had to.. u could momentarily override that direction
if u dont manually mess with it, it would use the direction assigned with teh waypoint.. but you could manipulate it manually
yea, just then.. so if ur between two waypoints it'd Unpause Looking the direction that u manually just dragged it to..
and then if the next waypoint down the line had a direction assigned to it.. it would just gradually lerp back towards that direction..
if theres no directions assigned at all it'd loook the direction its walking..
(thats why in some of hte clips you can see it lerp back towards normal facing forward)
have you ever heard of Door Kickers?
no, does it help to look it up?
its sort of what im basing it off of
but not exactly like it..
it helps to visualize how the waypoints would work
this is a route but your version goes thr straight line + direction
I see...
i havent worked out the waypoint system yet. but it'll be something like this..
which would be enabled inside that submenu i mentioned ... the click and hold (to activate it)
maybe if your character can change it's idle animation (like ready to move or something) when you're holding and dragging+ a curse change, would be enough visual feedback? but let me think about it, only now I can see the whole picture
lol.. well i haven't even got the full picture.. but the mobile aspect is whats im hung up on. because like i said.. normally i could do alot of this information relaying.. with a hover mechanic..
but since hovering doesn't apply to mobile u have to actually click or touch for anything to happen
I'm guessing you're trying to avoid showing the lines/route?
well ya, sort of.. im going to go with a spline/bezier curve type of navigation..
but the waypoints are just going to drop after so much distance is drawn out
so you draw out the path first...
- then you can click on individual waypoints and drag off of them to assign a direction.. (so when the unit hits that waypoint it'll be looking that direction)
all of that happens when the game is paused ^
if u wanted to tho.. u could click and drag manually during this route.. and the unit would look at that new overwritten position.. until it crossed the next waypoint where it would go back to either looking forward or the direction assigned to the next waypoint
can you make a grid on the ground when the player is in the mode of selecting waypoint, so as soon as the playet holds and drags, the field shows up on the ground (like a holographic grid covering all the ground, indicating for the player now you're in a 'position changing situation')
OHH see thats a new perspective!
thats the type of stuff im trying to pingpong off of..
the grid on the ground is actually a shader.. not an actual material
so that could be a good starting point already!
yeah, to me as the player that would be very clear and satisfying
wow, i never even thought about projecting stuff onto the ground like that
i think that might be a eureka moment..
imma run with it for now, and then i can always revise later
eureka? what is that?
imma keep the thread updated until i atleast settle on something.. thanks for the input man..
a moment of sudden, triumphant discovery, inspiration, or insight. … he would later tell, over and over, the story of how the idea for the collection came to him—the Eureka moment—improving it with each rendition.
you're welcome, update me on later stages here in game design channel
it's the only one I read
this is the first time ive really posted in here.. i wasnt actually expecting to get any attention
if you needed any co thinking
thanks for stopping in and replying 👍
cheers!
alrighty.. imma get started. ill ping ya if i have anything worth showing 🙂
thanks again
anytime 😊
@cloud dune i went ahead and made the basic arrow I had in mind..
you see, it doesn't feel good enough kinda bland imo , it may actually be worse with it than it was without it..
next im going to work on that grid / ground projection.. imma sketch up a few designs first and then see if i cant add a transition/ animation