—Joke cookie on—
Would suggest a steering wheel.
To change your own avatar’s orientation just crank it quickly.
Then give a little gas (walk), full throttle (run) and brake (stop).
With the gear shift it goes through the existing active skills and used/fired is with the horn or handbrake, etc…
Easy.
A nice HOTAS setup would also work.
—Joke cookie off—
Seriously now:
Of course, a reasonably implemented WASD control - especially for all glass canons - would be strongly advantageous [dodging made easy].
However, you don’t really need that in such a game.
And the current gamepad control lets you control a mouse cursor with the right stick, but this is not used “to target the abilities” and is therefore at least not an unfair advantage. *smile
I’m no programmer, but I’m not seeing why it’d need anything separate in terms of input setups. I think it’d just be 4 extra keybinds in the keyboard/mouse setup.
As for feel in play, Sacred felt good with both keyboard and mouse movement, but it also had much longer distances of straight movement (plus camera rotation to make turning smooth, but that’s a different issue)
It would be separate in the interface.
There would be one interface with movement bound to the WASD keys and the mouse click could not move, and the normal interface where movement is always bound to the mouse click.
I’m still not seeing why you need a different interface. Left-click to execute your left-click command, or press WASD to give a movement command. If you don’t want to use WASD, you do all of your movement as you do now. That technology’s been around since at least 2008 (if it was only in Sacred 2, even earlier if that was in Sacred 1 but my memories of the two blend together )
You’re not understanding me. I damn well know it’s doable, I’m saying we’d need 2 different interfaces for those who want that control scheme and those who want the current one, plus the interface for the controller.
Yeah, I’m not understanding why you’d need a new interface. It could be the same as the current keyboard+mouse interface, just with 4 extra keybind options.
You would also need new and different animations and transitions between those. Because theres no walking backwards and strafing currently.
You either develop a game with mouse movement or WASD movement. But I’ve never seen a game with both.
You can’t balance gameplay equally for both control types. Being able to run away from enemies and still attack them during movement is a big advantage over mouse movement. Mouse movement needs you to consider if you either run or attack. And attacking after running from an enemy is not instant. You need to take the characters turn rate into account. Same if you want to run away after attacking again. These stutter steps is what people know from MOBAs where this exact timing is key to be successful.
I’m not saying one control mode us better than the other in an ARPG. Even MOBAs like Battlerite have WASD movement and it feels great.
But imho those two control types don’t belong in the same game because they are too different.
Video of a game with mouse and WASD movement
No turning, backwards walking, or strafing animations needed. Just treat pressing the key as doing a left-click a short distance away from the character.
Oh, sure, twin-stick movement would be huge overhaul If that’s what people were thinking about for WASD as a “secondary movement system” (as said by @Vision ), then I can understand the objections
Movement controls for Sacred 2 were either left-click to move (ala D2 and its successors) or use W/S to move up/down with A/D to rotate the camera (I think maybe Q/E could also be used to move left/right but not 100% sure of that off-hand ). I don’t know exactly how the keyboard inputs were handled under the hood, but it seemed to basically be just like clicking a short distance away for as long as the button was held. No toggles needed between the two modes, and giving an input from one would interrupt the other in basically the same way as doing a left-click far away and then clicking somewhere else while your character was walking.
Given how the console controller was mentioned, those are not the kind of movements I was picturing. Those are kind of WoW-esque.
I think your point would be better expressed with “movement bindable to keys”, which would mean the movement you described could be bindable, it would not be binded by default, and the user would take care of remapping the skill keys to compliment the movement scheme they prefer.
With the option available but not supported as an official scheme, then the need for a separated interface would vanish.
First let’s get rid of the “click to move” comparison. Click to move is totally different from mouse movement, where there is no clicking but you keep your finger on the mouse button and guide your character with the mouse.
There are many games out there with both systems, it’s just a matter of allowing keybinds to be changed. Personally, I’m so used to mouse moving that I find WASD impossible, and have declined to play many games which don’t offer the possibility of mouse moving and was relieved to find this game is perfect in that respect.