Year ago someone told me that binding for mouse scroll button is making tori parts to extend and contract, I was playing Toribash for years before that and never knew that stuff.
I've tried it and I can describe a feeling of using it as: ''puling a teeth from a gay on carousel, hoping to pull the right one every time he make a pass close to the dentist''
It was totally illogical and useless to use in game. But, funny. Maybe that was purpose?
Now, looking at the whole experience from the objective distance of: ''I've tried everything, and saw everything'', I really don't get it why (in a game that is set in full 3D space) camera is so rigid and hard to control.
If we look at any program for 3D modeling, moving a 'camera eye' in them is done like that: scroll mouse for zoom in/ zoom out, right mouse click + directions, drags camera, while holding both mouse buttons makes rotation of camera eye.
So, now I'm wondering, why it wasn't made like that? It makes sense. Good camera means a difference between good and bad game experience in Toribash. You have to constantly 'cruse' around your tori puppet and check bunch of things while making your moves. Easy and intuitive way for controlling your only look at action should be priority. The main thing!
Yes, we can hold one hand on wasd keys, and drag mouse like crazy, but still it's clumsy. It feel clumsy and unfinished.
I won't even try to count how many games I've lost because I didn't manage to get a hold on good look at the situation. Timer is ticking, move must be made, and you lose that precious time wrestling with camera, then DQ because you missed to see what the hell is going on with that one part of the body...
Controls for camera and tori can be set completely on mouse.
- Right click for setting the status of joints
- mouse scroll to zoom in / zoom out
- holding right click to drag camera up, down, left, right (x,y,z)
- holding left + right mouse button to rotate camera around tori (tori in center)
Would the controls correspond those in Blender or 3D studio Max, is option for developer to chose and implement, but I'm sure they would be more intuitive than current setting.
Maybe this is limited due to program language in which engine for TB is made?
Last edited by 8OJ4N; May 27, 2013 at 07:00 AM.