I love the idea of Dance, for an evasion pattern; that's got to be included. We probably need to add "press" (to activate switches and such) and "shoot", as well, and come up with a single-syllable word for "keep shooting until I tell you to stop" ("spray"?). What about introducing "more" and "less" to allow for minor adjustments, if the player gets misaligned and the guide needs to encourage them to either repeat or undo what they just did by a small margin?
As for something that minimises time during calibration (for a more 'pick up and play' experience, rather than something that's had to be extensively mapped-out between the partners beforehand), what about setting up a system of 'taps'? Each tap on the key will move or turn you a certain distance; provided the player doesn't deliberately belabour certain key-presses, it might work as a basic small-scale movement system ("strafe three taps left, shoot, move two taps to front, turn two taps right, and press button").
In a game like Doom, though, I still think the biggest obstacle is going to be turning accurately. A guide who knew the levels inside-out might be able to speedrun some of them facing only one direction, but the player is still going to need to be able to turn to face enemies and switches and such. With no way to see how far they've turned already or what they're aiming for, I think that's going to be the bit that needs the most here-and-there correction.
no subject
Date: 2014-10-06 08:38 pm (UTC)As for something that minimises time during calibration (for a more 'pick up and play' experience, rather than something that's had to be extensively mapped-out between the partners beforehand), what about setting up a system of 'taps'? Each tap on the key will move or turn you a certain distance; provided the player doesn't deliberately belabour certain key-presses, it might work as a basic small-scale movement system ("strafe three taps left, shoot, move two taps to front, turn two taps right, and press button").
In a game like Doom, though, I still think the biggest obstacle is going to be turning accurately. A guide who knew the levels inside-out might be able to speedrun some of them facing only one direction, but the player is still going to need to be able to turn to face enemies and switches and such. With no way to see how far they've turned already or what they're aiming for, I think that's going to be the bit that needs the most here-and-there correction.
D.F.