Oculus
A controller-focused prototype that utilizes lock-on targeting to free up the player's aiming hand. By freeing the player from constant manual targeting during combat, the combat system can increase its breadth interaction and input possibilities. This allows for more sophisticated maneuvers (such as jump attacks) not normally found in 1st person melee games.
Inspiration came from 3rd-person and top-down brawlers which often feature more complex and interesting combat systems by utilizing lock-on camera mechanics.
The prototype allows for mouse and keyboard controls, but the primary goals is to improve combat with controllers. A downloadable windows version is available with improved visuals (and in the event of browser incompatibility with a controller).
Action | Controller | Mouse/Keyboard |
Move | Left Stick | W-A-S-D |
Look | Right Stick | Mouse |
Lock Target | Press Right Stick | Middle Mouse |
Change Targets | Right Stick (while locked) | Arrow Keys |
Attack | Right Bumper | Left Mouse |
Strong Attack | Right Trigger | Ctrl + Left Mouse |
Power Attack | Hold Strong Attack | Hold Strong Attack |
Charge Attack | Sprint + Attack | Sprint + Attack |
Jump Attack | Jump + Attack (while in air) | Jump + Attack (while in air) |
Block | Left Bumper/Trigger | Right Mouse |
Jump | A (Xbox) | Space |
Dodge | B (Xbox) | Shift |
Sprint | Forward + Press Left Stick | Forward + Hold Shift |
Toggle Menu | Start | Esc |
The prototype was birthed from my experience playing Skyrim again after over a decade of not having touched it. I had recently finished Elden Ring and it stood out to me how comparatively simple but difficult to engage with the Skyrim combat was in comparison. While more complicated the combat in From games still manages to feel more integrated and natural. My suspicion was that the target locking was largely responsible for that game feel.
While not directly comparable I felt many of the From combat control aspects could be ported into a first person perspective. The lock targeting system and variety moves in each weapon's move set were key among them. This was made to test these concepts.
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