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Zelda Projects / Re: Twilight Legends
« on: November 13, 2013, 08:58:51 pm »Ack, double-tapping. It's just so annoying when a keyboard thinks you only input once when you quickly double-tapped, or it thinks you took too long to double-tap and counts two steps. It's such an awkward control in my opinion. Plus, if you were close to an edge and wanted to jump, pressing once could make you fall off before you could jump. If there was a 'jump' key, though, it might be a bit easier. As long as it's not in an awkward place compared to the other keys, that is.
Yeah, I used double-tapping as a mere example, simply cause double-tapping to dodge is part of the stock actor class in unreal engine.
Personally I prefer to have a dedicated key. Dodging with the middle-mouse in Warsow and using left bumper in console Unreal Tournament 3 is much better than double-tapping the keyboard in the PC version. With the wrong keyboard, double-tapping can be carpal-tunnel-enducing.
To save space, you could also have a combined lunge/jump key. Tapping and releasing the jump key quickly could result in a quick hop in whichever direction you were running, while holding the jump key for a long time could cause Link to bend his knees in preparation for an "olympic" long jump or high jump, allowing him to cross big gaps or climbing high ledges.
It's a shame the traditional controls won't be changed, because Nintendo has already wasted a lot of potential repeating the Ocarina formula ad nauseum for the sake of tradition and familiarity, rather than pushing forward and continuing to innovate at the cutting edge of what's possible on today's hardware. Games like Overgrowth will ultimately leave Nintendo adventure games in the dirt.