Hey all..
Just a quickie here..
I\'ve been playing a variety of different 3D 3rd person games lately, and it\'s occured to me that pretty much all of them have two functions that I notice glaringly missing in PS at this time (fully understanding that it\'s pre-alpha.. no judgements being made.. just a suggestion by way of observation)...
First.. the camera system currently is a bit awkward. having to switch between camera mode and character movement mode feels a little odd.
I\'ve noticed that in pretty much all the games I\'ve played, they seem to follow one of two very familiar systems..
First:
The mouse controls the camera\'s view which in turn is using the character themself as the \"pivot point\" around which to rotate. Imagine the camera being attached to your character by a stick that could be extended out or retracted in (zoom in and out via mouse-wheel, etc).. when you turn your character, you\'re turning the camera with them, thus always keeping the camera behind you.. allowing you to zoom out and see alot of what\'s around you, or - say for a battle - to zoom way in and see the action close-up.
Also would be vertical axis movement... At which case the camera is still using the player as its pivot-point, but now allows you to bring the camera down to the ground to look up, or higher up to look more straight-down on everything...
Second:
Or... Alternately.. have it where the player movement is via the arrow keys, or WSAD if people choose that (configurable? :-).. but the mouse controls the camera separately from the player\'s movement. so you could, say, be running through an open field moving forward but be rotating your camera around to see what\'s around you, or target an item or creature with the mouse and left click to swiftly engage them...
Mouse look in this way, I\'ve noticed is usually accomplished by holding down the right mouse button, or perhaps the middle mouse-button/wheel...
So.. those are two systems that might beconsidered that I\'ve seen tend to work very well, feel very intuitive and have are tried and true methods.. so no one\'s having to reinvent the wheel.
Thanks!