Zach started working on player settings, and I started working on getting input for the rest of our controls. We had a debate about how to organize controls and such for all the actions a player will need to do during gameplay. We arrived at the following table:
Player Action | Mouse/KB Mapping | Controller Mapping |
---|---|---|
Character Movement | WASD | Left Thumbstick |
Camera Movement | Mouse Motion | Right Thumbstick |
Camera Zoom | Mouse Scrollwheel | D-Pad up/down |
Ability 1/2/3/4 | Q/E/R/F | Left Trigger/Right Trigger/Y/B |
Jump | Space | A |
Dash | Shift | X |
Telescope Zoom | Right Mouse Button | Left Bumper |
Distance Checker* | Left Mouse Button | Right Bumper |
Score Popup | Tab | Back |
Pause Popup Menu | Esc | Start |
*The distance checker is a new idea we came up with during the mapping of controls. A continuous issue with out game is the fact that it is difficult to judge distances and jumps to other platforms. The distance checker will fire out a ray, and get a platform from where the player is aiming. It will then use the standard jump distance and gravity to determine if the player can hit the platform. If they can, it will provide a visual cue. We are thinking this cue will be a glowing of the platform, but may be simply mapped to a HUD element during early development.
We talked about possibly having other views of the game, possibly a large overhead view or a side view that could be activated by buttons. We are going to leave these out for the moment, but may come back to them at a later time.
We talked about possibly having other views of the game, possibly a large overhead view or a side view that could be activated by buttons. We are going to leave these out for the moment, but may come back to them at a later time.
For the rest of the day, we are going to continue working on settings, getting all this input, and possibly starting to get the Distance Checker and Telescope Zoom working.
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