Wii can't handle that, on top of that would you really want a sword game that had 1:1 controls? Imagine how hard it would be.Dascu said:An actual 1:1 swordfighting game. (pointer or motion-sensing, I don't care)
An action/adventure game with an interface similar to Ninja Gaiden DS or Zelda PH.
Dascu said:An actual 1:1 swordfighting game. (pointer or motion-sensing, I don't care)
1) What exactly is it about the Wiimote's motion-sensing that makes a 1:1 game impossible?dr3upmushroom said:Wii can't handle that, on top of that would you really want a sword game that had 1:1 controls? Imagine how hard it would be.
Not in this thread please. I'm so sick of hearing people who haven't used Wii SDK argue about this.Dascu said:1) What exactly is it about the Wiimote's motion-sensing that makes a 1:1 game impossible?
Hmm, alright. Could you direct me to a thread/PM?Visualante said:Not in this thread please. I'm so sick of hearing people who haven't used Wii SDK argue about this.
It doesn't take rocket science to figure out. Controllers have lag, between you pressing the button and the stuff that happens on the screen. This "lag" won't even last a second, but if you send more input data to the controller the gap between input and action becomes bigger.Dascu said:Hmm, alright. Could you direct me to a thread/PM?
Hmm, that sounds fairly interesting. Neat idea.Davidion said:I think that an on-rails shooter/runner/fighter hybrid that's specifically built around the motion sensing capabilities could also work well. Consider such a game:
Movement:
Direction is on rails, with occasional dictation by player based on remote movement or pointing at on-screen option.
Speed is dictated by the basic alternating up-and-down remote action. Not utilizing such action means your character still moves, but at slower pace thus offering less tactical advantages and leaves player at more vulnerable position.
Interaction and weapons:
QTE facsimile used to navigate obstacles. Actions include shoving things aside, guarding against falling debris, jump over/across terrain and obstacles. Less wagging back and forth, more simulation of actual arm positioning.
Use remote to shoot, with option to sustain speed with only nunchuck movement while firing. Both controllers used to simulate hand-to-hand combat.
I don't know how a game like RE:UC does it, but I think there's a way to do it proper. Ghost Squad meets wii boxing meets sin & punishment.
!Mdk7 said:-Sin & Punishment 2 all built aroud the Wiimote pointing function.
straydog1980 said:PILOT WINGS!
PILOT WINGS!
PI-LOT MOTHER-FUCKING WINGS!!!!!
WiiWare mini-game, please. For retail, make it a full dating-sim + sex game.carlosp said:Masturbating simulation !!!!!!!!!!!!!!
WiiLove. Seriously, Nintendo needs to do this.Alaluef said:WiiWare mini-game, please. For retail, make it a full dating-sim + sex game.
Crushed said:Nice try Miyamoto, but you're just going to have to look around your own house again.
taking the garbage out just didn't have the same allure that gardening did to inspire the pikmin idea.Crushed said:Nice try Miyamoto, but you're just going to have to look around your own house again.