03-27-2014 11:12 PM
04-02-2014 07:45 PM
04-02-2014 08:12 PM
"MiloSavage" wrote:
I'm thinking a team survival experience like the 'Jumper' movie using the mechanics you described. A massive data base of scenes from all over the world that u can teleport between using voice commands. Having to rob banks etc to get money for better gear/hide outs etc. Telepathic voice chat between jumpers trying to stay ahead of the 'paladins'. People are actually going to get addicted to having these 'powers' to the point that they wont like the real world any more lol. looking forward to it. 🙂
04-02-2014 10:54 PM
TELEKINESIS - controlling matter with your mind
TELEPATHY - communication via direct link
FLIGHT
TELEPORTATION
04-02-2014 11:06 PM
04-03-2014 12:35 AM
04-03-2014 02:01 AM
Thanks for reading! Does the "action orb" idea assume a certain input method? If you were just wearing gloves and had limited buttons, I could see the need for a floating menu like you describe, but for the most part I feel like you want to make these actions as seamless and natural as possible. Just brainstorming implementation based on various inputs...
Telekinesis should probably be an always-on fuction. Whatever you are using to aim, when you hover over the item, it gives you an indication (or not if that is part of your game design). Your "use" function would fly the object into your hand (trigger, A button, whatever would be on a glove). This is used enough that it should be a primary function.
Teleportation could be pre-implemented into the experience ("here's the teleport back to the start"). If you wanted to give this control to the user, implementation would largely depend on your system of addresses/coordinates. For Firebox, you hit tab, type in the address, and then enter. The portal then appears directly in front of you. If we're trying to avoid the keyboard, your system might would need some sort of map or database that could be pulled up easily.
In truth I think assigning the menu to a button or gesture would work better than staring at the orb. The orb would either require an odd enough neck angle so that it is out of your way when you don't want it, or it would be easy to look at but would constantly get in the way and result in accidental menu opens. That's my thought, anyway.
04-03-2014 02:17 AM
04-03-2014 03:15 AM