Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Game Design Theory / 3rd Person Control system

Author
Message
hmm
22
Years of Service
User Offline
Joined: 11th Oct 2003
Location:
Posted: 6th Oct 2004 02:08 Edited at: 9th Oct 2004 02:35
What is the best control system for a 3rd person game on the PC? Should the controls be simple and easy to use, or complex but versatile with different modes like select object mode and combat mode? Consider this for a zelda style actiona/adventure/rpg.

I've made a little demo showcasing 3 styles. Please comment on which one u think is best. If you think theres a style I should try to add, please let me know.

edit: mode 4 now added. Kind of like mode 1 but with automatic following camera.



coincidence? how about pure cosmic convergence!
Hamish McHaggis
23
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 6th Oct 2004 02:24
I think 1 is the best, although it is very similar to 2, but I like the look around thing. The inverted look confused me though.

Isn't it? Wasn't it? Marvellous!
Get Involved With The DBPro Community FPS
zircher
23
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 6th Oct 2004 03:44 Edited at: 6th Oct 2004 03:48
It depends on camera placement, 3rd person can mean several different angles. You want to keep it intuitive to the player.

If the camera is always to the 'south' of the player, then go with keys that conform to the directions of the map: up/down/right/left = N/S/E/W.

If the camera follows and turns with the player, then you want to use relative controls: up/down/right/left = forward/backwards/turn right/turn left.

If the camera is overhead, you can use either method depending on the feel of the game. As in, do you want to steer the player left/right or do you want to direct them towards part of the map (compass directions.)

'Mouse look' is usually associated with 1st person perspective games. I don't know if it is a viable control option. The exception being some wargames where you can orbit the camera around the player.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
hmm
22
Years of Service
User Offline
Joined: 11th Oct 2003
Location:
Posted: 6th Oct 2004 05:54
I've seen a kind of mouse look function applied to plenty of 3rd person games (the new Star Wars:Battlefront for one), though they do tend to stick to fps like controls.(forward/back/strafe).

I just feel that the earlier options you mention are a bit too restrictive on the players view.

coincidence? how about pure cosmic convergence!
Wiggett
23
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 6th Oct 2004 09:45
I like number two most of all, with the strafe and the mouse turn, although with most games that have that you also have keys to turn. But i think for my hero quest game i'd go with the second mode, although id fix it so the camera couldnt go below the matrix, or through a roof.

Hamish McHaggis
23
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 6th Oct 2004 18:32
Actually, I think that a system like number one, but the camera follows and turns towards the player as he moves, kind of like the camera is attached to the player by a piece of rope, would be best. This way using the mouse is an optional thing that you would use for looking around without actually turning the player, and you would be able to control the player without the mouse if you wanted.

Isn't it? Wasn't it? Marvellous!
Get Involved With The DBPro Community FPS
Peter H
22
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 6th Oct 2004 22:52
@hamish-....that's exactly what i was about to post

^i refer you to hamish^

"We make the worst games in the universe."

hmm
22
Years of Service
User Offline
Joined: 11th Oct 2003
Location:
Posted: 7th Oct 2004 06:40
Thats a good idea. I have grown quite attached to number 1, so I guess i could try a mode 4 in a similar style but, as you said, with a camera on a string.

coincidence? how about pure cosmic convergence!
Cian Rice
22
Years of Service
User Offline
Joined: 8th Jun 2004
Location:
Posted: 7th Oct 2004 06:46
That would be great, but I didn't like how the object rotated by pressing forward or down.

Got anime?I do.
hmm
22
Years of Service
User Offline
Joined: 11th Oct 2003
Location:
Posted: 9th Oct 2004 03:55
I've now added the new mode, so please try it out.

coincidence? how about pure cosmic convergence!
Peter H
22
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 9th Oct 2004 04:57
IMHO i think you should take mode 3 and also allow the mouse to turn the cube...

"We make the worst games in the universe."

Wiggett
23
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 9th Oct 2004 12:19
not a big fan of four, specially when it glitches when you go backwards, (cause of how the camera follows), still a big fan of number two , with the strafe etc

Login to post a reply

Server time is: 2026-06-12 12:35:56
Your offset time is: 2026-06-12 12:35:56