S3 gameplay - Movement style and controls

(Chapter 7 and beyond)

Re: S3 gameplay - Movement style and controls

Postby Himuro » Fri Apr 28, 2017 6:40 pm

Yes, absolutely. Run should be trigger.
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Re: S3 gameplay - Movement style and controls

Postby Hyo Razuki » Sat Apr 29, 2017 8:54 am

Peter wrote:Although I assume we are all agreed on Ryo walking by default, with a trigger control to run yes?


Amen. Absolutely agree on this one.
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Re: S3 gameplay - Movement style and controls

Postby KidMarine » Sat Apr 29, 2017 10:21 am

Is there a reason they can't have the option to choose between a more modern control system for the casuals and the original control scheme for the OG players?
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Re: S3 gameplay - Movement style and controls

Postby Himuro » Sat Apr 29, 2017 10:22 am

KidMarine wrote:a more modern control system for the casuals


:-k #-o
Last edited by Himuro on Sat Apr 29, 2017 1:41 pm, edited 1 time in total.
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Re: S3 gameplay - Movement style and controls

Postby Spaghetti » Sat Apr 29, 2017 1:02 pm

KidMarine wrote: Is there a reason they can't have the option to choose between a more modern control system for the casuals and the original control scheme for the OG players?

Kinda. Two separate control schemes may not work when operating with a single style of locomotion animations/physics. At best it could feel a little odd and rushed, and at worst neither set of controls may work properly because the design goals were all over the place because of the restrictions of catering to new players and purists separately.

It's possible to have our cake and eat it too, though. Analogue controls don't prevent Ryo from having the heavy, deliberate feeling standard speed movement we had with the tank controls of the OG games. I could even see fixed camera still being a thing, though having interiors that don't require loading to go inside may influence the decisions on that if they run into issues of getting inside with a fixed cam without a transition load to reset the camera each time. Worst comes to worst, R3 = camera resets behind back.

We just have to wait and see what YSnet did with it, though.
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Re: S3 gameplay - Movement style and controls

Postby Amir » Sat Apr 29, 2017 1:33 pm

We've got an extra analogue stick, two extra shoulder buttons, and two extra buttons via L3 and R3 now. I'm excited to see what they can do, Suzuki did mention in one interview about wanting more natural movement like being able to climb.
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Re: S3 gameplay - Movement style and controls

Postby Tsubasa » Mon May 01, 2017 7:53 am

Please no fucking 360 degrees camera, it would kill Shenmue experience that has been designed to be immersive. Not being able to look above limits a human neck allows is part of this immersion, just like focusing on a specififc item with trigger to discover a potential interaction. IMO, the worst would be that a 360 degrees camera will probably impulse the Assassin's Creed/GTA syndrome with player just pushing the A button when close by an interactive item without having to aim on it.

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