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cowgod Level Boss
Joined: 01 Nov 2007 Posts: 621 Location: Pittsburgh, USA
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Posted: Sun Dec 12, 2010 9:03 am Post subject: Using BOTH mouse buttons in a video game |
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I'm making a mouse-controlled graphical Rogue-like.
I want to be able open AND close doors with the mouse. I don't want any keyboard controls to be required.
In these sorts of games, you would normally press the left mouse button to do everything - walk, open doors, flip levers, fight, whatever. The right mouse button is mostly ignored, though it might open a context menu or something.
In RTS games, the left mouse button usually moves, and the right mouse button is usually move-then-attack.
If I made the left mouse button be ONLY for walking and the right mouse button be for opening doors, closing doors, talking to people, and everything else, would that make people immediately abandon the game? Would people sit there continually clicking the left mouse button to open doors, think that doors can't be opened, and then quit playing?
The alternative would be using the left mouse button for almost everything. Closing doors would require the right mouse button (perhaps with some kind of context menu). The problem here is that clicking on a tile with an open door would make you walk onto that tile, not open the door.
Having a context menu might be the best solution because that would also allow people to spike doors shut.
I kind of know what the response to this is going to be, but I thought I would post this anyways. |
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hanako Level 5 Hunter
Joined: 27 Apr 2007 Posts: 245
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Posted: Sun Dec 12, 2010 10:03 am Post subject: Re: Using BOTH mouse buttons in a video game |
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| cowgod wrote: | Would people sit there continually clicking the left mouse button to open doors, think that doors can't be opened, and then quit playing?
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Can you find some way to indicate to them "USE THE OTHER BUTTON" when they are sitting there helplessly clicking?
Because even if it's in the help, people will miss it. Even if you have a tutorial that makes absolutely sure they know how to open doors (which is slightly unroguelike I suppose) some may forget.
But if they're repeatedly doing an action which obviously makes no sense, like trying to walk onto a tile with a closed door, a clear message of "Right-click to close/open doors" should get through... _________________ Anime Games |
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McTeddy Level 3 Seeker
Joined: 04 Aug 2010 Posts: 58
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Posted: Sun Dec 12, 2010 1:10 pm Post subject: |
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While I do believe that the multiple mouse situation would cause me some grief... It wouldn't be enough to abandon a game. Plenty of games involve learning the controls... it just takes time.
That said.. you could always allow some of the functionality on the left mouse button for certain specific situations. For example, if you left click on an enemy the game knows enough to attack. The left click could also be used to open doors because there is little other reason you'd be clicking on a door other than to open it. Anything that is potentially dangerous or especially irritating can be given a context sensitive situation.
But the right mouse button would basically always be the interaction button. If you right click on an enemy you attack... on a door open/close it... talk to a person etc.
By mapping moments that are common enough to the left button you can prevent death by controller. It might take me a few tries to pick up the magic sword... but it won't kill me... and I won't get angry enough to quit. |
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cowgod Level Boss
Joined: 01 Nov 2007 Posts: 621 Location: Pittsburgh, USA
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Posted: Sun Dec 12, 2010 9:08 pm Post subject: |
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| hanako wrote: | Can you find some way to indicate to them "USE THE OTHER BUTTON" when they are sitting there helplessly clicking?
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I suppose I could make it so that left clicking on a door or character selects that object rather than trying to interact with it. That would probably make it more consistent with party management as well. You would most likely click on one of your characters to left select it.
When selected, there could be some kind of description of the object with some buttons for what you can do with it.
Non-interactable objects wouldn't be selected by a left mouse click - you would just walk there. An open door would be tagged as non-interactable.
I suppose using the left mouse button in that way would be fairly standard.
The right mouse button would just do the default action.
As an example:
Left click (on closed door): Select it with a description and what can be done with it (open, lock, unlock, nail shut, assimilate).
Right click (on closed door): Open it
Left click (on open door): Walk to that tile.
Right click (on open door): Close door
The only downside to this would be that I would have to allocate an area on the screen to displaying the selected objects. That isn't such a big deal though. I'll find some other information to store down there when no object is selected.
| hanako wrote: | | Because even if it's in the help, people will miss it. Even if you have a tutorial that makes absolutely sure they know how to open doors (which is slightly unroguelike I suppose) some may forget. |
Yes, that's what I figured.
| McTeddy wrote: | | That said.. you could always allow some of the functionality on the left mouse button for certain specific situations. For example, if you left click on an enemy the game knows enough to attack. The left click could also be used to open doors because there is little other reason you'd be clicking on a door other than to open it. Anything that is potentially dangerous or especially irritating can be given a context sensitive situation. |
I thought about that. It seemed to me that would be pretty much the same as using the left mouse button for everything. If the left mouse button works for some stuff, it seems like it should work for other stuff too. I would keep adding functionality to the left mouse button until the right mouse button was just a context menu for a few odd-ball things. |
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Hajo Level Boss
Joined: 18 Sep 2007 Posts: 670 Location: Between keyboard and chair
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Posted: Mon Dec 13, 2010 8:12 am Post subject: |
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I'd say as long as there is only one possible action, let each mouse button trigger the action. If "open" is all you can do with a door, I see no reason to make that a right button action, while walking is a left button action. Closing an open door is difficult - clicking the open space primarily means "walk there". In one of my old games I let the player click the door posts to close the door. That action was unique again, but it's not entirely intuitive. Players accepted it well, though.
I'd suggest something like this:
- Left button always triggers the primary action of the object or clicked location.
- Right mouse button brings up a menu of all the options that you have with the clicked object or location. |
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cowgod Level Boss
Joined: 01 Nov 2007 Posts: 621 Location: Pittsburgh, USA
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Posted: Mon Dec 13, 2010 3:16 pm Post subject: |
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It might be better to make the default action be done by the left mouse button. Practically everything would have more than one option though - I want the player to have the ability to assimilate (eat) practically any object in the game.
If I'm going to do that, I would probably make the right mouse button get used for selecting characters or anything else. I guess either mouse button could be used to select party members.
This would be more consistent with other games. I suppose someone who never figures out that the right mouse button can be used just wouldn't be able to do certain things that are really cool.
I might put a note about what the mouse buttons do on the front page somewhere. |
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Hajo Level Boss
Joined: 18 Sep 2007 Posts: 670 Location: Between keyboard and chair
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Posted: Fri Dec 17, 2010 7:58 am Post subject: |
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I'm somewhat positive that players will try both buttons. There are already games out there that make good use of at least two mouse buttons.
What might be an interesting thing to explore are mouse gestures.
Zig-zag the mouse over something to absorb it. Circle the mouse over something to select. Draw an L shape over something to inspect it.
I assume this will be hard to teach to the player, but could be an interesting experience - and nowadays that touch-devices are so common, the idea of gestures is not so alien anymore to players.
Maybe it's too hard though to make and recognize easy and useful mouse gestures ... |
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cowgod Level Boss
Joined: 01 Nov 2007 Posts: 621 Location: Pittsburgh, USA
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Posted: Fri Dec 17, 2010 10:40 am Post subject: |
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That sounds interesting, but I don't think that would work too well without a touch screen.
In any case, that's beyond what I would attempt.
I guess you would have to make a bitmap out of the mouse movements and compare it to some kind ideal bitmap. There would have to be some way to tell whether the actual bitmap is close enough to the ideal.
I'm sure there's games like this for the Nintendo DS though. |
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