| KruzeS said: You better make it paintball style, if I'm supposed to look pleased for shooting my girlfriend right in her face. By the way, as Wii shooters go, I think the crosshair shouldn't always be centered, like with more traditional shooters. I'd advice you to have a look at Metroid trailers first. When you move your aim near the center of the screen, only the crosshair moves, when you approach the sides of the screan your head turns progressively faster. Otherwise it's just confusing, mainly cause it's hard and tiring to be that steady with the Wii mote. |
Its sort of impossible to know, until I get to tinker (with a devkit) - but I can't imagine why the Quake/PC (analgous) method of control isn't best.
If the game is a "shooting gallery" (i.e. RE:UC), then definitely - move the cursor as the Wiimote moves. But this implies you can "lose" the pointer (off screen), which is a big issue I have with Red Steel.
When the IGN guys played the latest build of Metroid (this is a while back), there is an "advanced" control option - which shrinks the targetting reticle down to nothing. They loved it. So basically - any left/right Wiimote movement, moves the camera & turns you at the same time - with the targeting cursor in the middle (or very close to the middle) of the screen at all times.
By tweaking a turning sensitivity (ratio of how fast you turn, compared to how much you move) - plus having a "dead zone"(certain amount of movement has no turning effect, to allow for Wiimote wobbles) - I think you could get something really nice.
But you are right - steadiness is a real issue. A mouse "sits" on a desk, and its easy to keep it perfectly steady. A lot harder with the Wiimote.
I'll see if I can talk my boss into sourcing a devkit :)
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Then she can look sad (like when a Mii looses at Wii Sports), with paint all over her face, instead of just dieing.