thats good, last i heard it used the keyboard to wal around and the mouse to interact with things.
The Wallace and Gromit controls used the keyboard to move. You could use the keyboard to select things(scrolling between all selectable things) or use the mouse(which I generally used). You could open the inventory by clicking the scroll wheel or pressing a key.
They could allow you to choose the control system in the options, so you could choose just a point and click option or the other controls which are probably similar to the Wallace & Grommit controls. But i really like to point and click controls so i hope they have them.
Does anyone know how much trouble it would be for them to change the controls to point n click because i have no idea?
Unfortunately it is actually quite difficult, and having a point and click interface imposes significant restrictions on where the camera can be placed.
Unfortunately it is actually quite difficult, and having a point and click interface imposes significant restrictions on where the camera can be placed.
It doesn't really though does it? You can still just point and click to where you want to move just like you can use the keyboard to move to that point.
It doesn't really though does it? You can still just point and click to where you want to move just like you can use the keyboard to move to that point.
This is false. With a point and click control scheme, you are limited to clicking on things visible on the screen because your input is in screenspace. With direct control, you can move anywhere because the input is in worldspace.
I know you must get tired of hearing me say this, but it's not a line I'm trying to feed you. It's a provable mathematical limitation.
This is false. With a point and click control scheme, you are limited to clicking on things visible on the screen because your input is in screenspace. With direct control, you can move anywhere because the input is in worldspace.
I know you must get tired of hearing me say this, but it's not a line I'm trying to feed you. It's a provable mathematical limitation.
I've never had the problem of not being able to click where I wanted to go before in any game of this type, whether there is an item in front of the ground where I want to click or whatever. If you have a mouse cursor, you point it where you want to be and you go there, whether that's screenspace or worldspace or whatever, I always could go where I wanted to with point and clicking.
I've never had the problem of not being able to click where I wanted to go before in any game of this type, whether there is an item in front of the ground where I want to click or whatever. If you have a mouse cursor, you point it where you want to be and you go there, whether that's screenspace or worldspace or whatever, I always could go where I wanted to with point and clicking.
Yes, because the game designers made sure that everything you needed to click was available in screen space. This is very visible in the Sam & Max series, in the office location: after W&G, the room almost seems like it's photographed through fisheye lens.
Yare and I have discussed this at length, while it might be theoretically possible to implement full mouse control in most scenes, it would end up being irritating to use in many situations.
The house in W&G would probably play more like the house in SBCG4AP if we had to make it all work with point-and-click.
Probably needless to state, but I would have preferred a SBCG4AP-like (or better Sam&Max-like) design of the locations while keeping the point-and-click interface instead of the actual W&G-style design that requires keyboard control then. :rolleyes:
I'm sorry, but having the West Wallaby house not look like the set for a high school stage play is extremely important for that franchise.
Well I assume Telltale had strong limitations on how the game has to look like.
And it shows W&G almost looks identical to the cartoons both in the camera angles and the graphics. Heck, if you push the graphics to 9 you can even see faked fingerprints on the characters, so much detail went in!
This is false. With a point and click control scheme, you are limited to clicking on things visible on the screen because your input is in screenspace. With direct control, you can move anywhere because the input is in worldspace.
I know you must get tired of hearing me say this, but it's not a line I'm trying to feed you. It's a provable mathematical limitation.
You are, of course, referring to the limitations of The Telltale Tool. We all know it is entirely possible to make a game point-and-click and still gain the advantage of viewing all 6 walls of a room. Gabriel Knight 3 is only one example.
In GK3, the mouse handled all actions including camera control to look in nooks and crannies of all 6 walls.
You are, of course, referring to the limitations of The Telltale Tool. We all know it is entirely possible to make a game point-and-click and still gain the advantage of viewing all 6 walls of a room. Gabriel Knight 3 is only one example.
In GK3, the mouse handled all actions including camera control to look in nooks and crannies of all 6 walls.
Gabriel knight switched between first and third person view constantly, but nevertheless the controls were really top notch!
Gabriel knight switched between first and third person view constantly
True and it was less tedious playing that way but it doesn't have to be played that way. I replayed the game to prove this to myself. It can be played entirely in third-person view, as the game has many cameras in each room. If you allow the game to have camera control, it just switches angles as you leave the frame of one and enter another.
It's just that the GK3 rooms were so vast, it was better to move your camera as the player. Still, first-person views were only used for the investigation. If you chose to put tape on hole, Gabriel would then walk into your view and you would see him apply the tape to the hole. The illusion was not really lost. And since Telltale's rooms are not so large, I don't see needing a first-person view. However, it would require building a new interface from ground up so this is all pie inna sky.
Back on topic, I approve of keyboard control but am fuzzy as to why a mouse is also needed. What is it about the appendix of a computer that must be necessary if developed for consoles? The keyboard should be able to do everything a mouse can with what I've seen of Telltale's interface.
You are, of course, referring to the limitations of The Telltale Tool. We all know it is entirely possible to make a game point-and-click and still gain the advantage of viewing all 6 walls of a room. Gabriel Knight 3 is only one example.
In GK3, the mouse handled all actions including camera control to look in nooks and crannies of all 6 walls.
The ground still needs to be visible for point and click in those sort of scenarios even with tons of camera switching. Anyway, everyone should hold their horses until ToMI 1 releases. I found time in my hectic W&G schedule to pop over and work on the new controls for a bit. Wait and see!
I don't understand why some people are so fixated on the moving around with keyboard.
I could see how people would be bothered if it had an EMI/Grim Fandango style system, because that was always very fiddly when it came to interacting with objects and characters.
But given that all the object interactions are performed with the mouse and it's just character movement which uses the keyboard I fail to see the problem. In fact, using the keyboard to control walking seems like a superior method in almost every way I can think of.
I'm not so concerned about it to be honest, I think its just an old crusty part of me that considers 'point and click' to include the walking.
Wallace and Grommit's controls are good, if I had to nitpick it would be the mouse acceleration, it feels weird compared to other Telltale games, I'm guessing it's something to do with the game being coded with the 360's joypad in mind.
I think its just an old crusty part of me that considers 'point and click' to include the walking.
I started to re-play "The Secret of Monkey Island" yesterday, and I have to admit that I wondered why Guybrush would not walk when pressing the keys I am used to from "Wallace & Gromit" now... - But when I remembered that this is not necessary for the game, I enjoyed leaning back in my chair and playing the game "mouse only" again!
As I am only willing to buy this series if proper (e.g. non-W&G-type) controls are implemented, it's high time, only days before release, to bring some information out on this. It's obvious that you're supposed to order blindfolded to receive the Steve-Purcell-cover - but this feels more like walking the plank.
The reason verbs became so streamlined is that there are very few situations where you actually would NEED all those verbs, they have always been wasteful. 'Use' covers opening and closing things, combining items, giving stuff to people, generally 'using' stuff, talking to people, grabbing stuff, etc.
Combining it all into one verb doesn't dumb down the puzzle, it just makes the interface less redundant. No need to bring all those verbs back.
I loved the Sam and Max: Hit the Road interface myself. Right click to cycle between walk, talk, look, and use/pick up/give. One click per interaction isn't ideal, but also not a dealbreaker for me.
I loved the Sam and Max: Hit the Road interface myself. Right click to cycle between walk, talk, look, and use/pick up/give. One click per interaction isn't ideal, but also not a dealbreaker for me.
I think the ultimate justice lies somewhere between the interfaces of Hit the Road, CoMI and the Sam & Max series. My current best bet is two verbs: left click for the generic "interact" and right click for "examine". However, I never played a game utilizing this exact scheme, so it's only a theory
I think the ultimate justice lies somewhere between the interfaces of Hit the Road, CoMI and the Sam & Max series. My current best bet is two verbs: left click for the generic "interact" and right click for "examine". However, I never played a game utilizing this exact scheme, so it's only a theory
Comments
I dont know anything about game designing, but how hard would it be to, go back and change the controls to a standard point and click game?
As far as I know the controls for Tales have yet to be finalised.
Ideas bad, alcohol good...8am, fantastic.
Probably not a *huge* amount, Strongbad had the control system worked out so you could hold click and control him directly yet point and click too.
They could blend that system with the Wallace & Grommit keyboard system (which I do like) but maybe adding a run key.
Yes that would ROCK.
iv a thought how about keyboards need to come with a anologue stick im going to glue a joystick to my wasd keys and use it for games.
Note to self get new keyboard
It doesn't really though does it? You can still just point and click to where you want to move just like you can use the keyboard to move to that point.
This reason for keyboard control is just tosh.
This is false. With a point and click control scheme, you are limited to clicking on things visible on the screen because your input is in screenspace. With direct control, you can move anywhere because the input is in worldspace.
I know you must get tired of hearing me say this, but it's not a line I'm trying to feed you. It's a provable mathematical limitation.
I've never had the problem of not being able to click where I wanted to go before in any game of this type, whether there is an item in front of the ground where I want to click or whatever. If you have a mouse cursor, you point it where you want to be and you go there, whether that's screenspace or worldspace or whatever, I always could go where I wanted to with point and clicking.
Yes, because the game designers made sure that everything you needed to click was available in screen space. This is very visible in the Sam & Max series, in the office location: after W&G, the room almost seems like it's photographed through fisheye lens.
Because the levels and cameras were designed so that anywhere you would ever want to click is visible in screenspace. It's very limiting and tedious.
The house in W&G would probably play more like the house in SBCG4AP if we had to make it all work with point-and-click.
Well I assume Telltale had strong limitations on how the game has to look like.
And it shows W&G almost looks identical to the cartoons both in the camera angles and the graphics. Heck, if you push the graphics to 9 you can even see faked fingerprints on the characters, so much detail went in!
In GK3, the mouse handled all actions including camera control to look in nooks and crannies of all 6 walls.
Gabriel knight switched between first and third person view constantly, but nevertheless the controls were really top notch!
It's just that the GK3 rooms were so vast, it was better to move your camera as the player. Still, first-person views were only used for the investigation. If you chose to put tape on hole, Gabriel would then walk into your view and you would see him apply the tape to the hole. The illusion was not really lost. And since Telltale's rooms are not so large, I don't see needing a first-person view. However, it would require building a new interface from ground up so this is all pie inna sky.
Back on topic, I approve of keyboard control but am fuzzy as to why a mouse is also needed. What is it about the appendix of a computer that must be necessary if developed for consoles? The keyboard should be able to do everything a mouse can with what I've seen of Telltale's interface.
The ground still needs to be visible for point and click in those sort of scenarios even with tons of camera switching. Anyway, everyone should hold their horses until ToMI 1 releases. I found time in my hectic W&G schedule to pop over and work on the new controls for a bit. Wait and see!
I could see how people would be bothered if it had an EMI/Grim Fandango style system, because that was always very fiddly when it came to interacting with objects and characters.
But given that all the object interactions are performed with the mouse and it's just character movement which uses the keyboard I fail to see the problem. In fact, using the keyboard to control walking seems like a superior method in almost every way I can think of.
Wallace and Grommit's controls are good, if I had to nitpick it would be the mouse acceleration, it feels weird compared to other Telltale games, I'm guessing it's something to do with the game being coded with the 360's joypad in mind.
as Mark Darin has said in the pre-order forums, though, the controls haven't been announced yet, they're busy working stuff out.
That wasn't updated that was stole from Sierra's mouse interface (right click switches between verb actions).
Combining it all into one verb doesn't dumb down the puzzle, it just makes the interface less redundant. No need to bring all those verbs back.
I think the ultimate justice lies somewhere between the interfaces of Hit the Road, CoMI and the Sam & Max series. My current best bet is two verbs: left click for the generic "interact" and right click for "examine". However, I never played a game utilizing this exact scheme, so it's only a theory
Love this idea, would work well.