How to make a functional FPS on the Wii

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Teh_Stevz

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#51 Teh_Stevz
Member since 2005 • 5678 Posts

Ok this is my take on it. Don't know what You guys think but i'd first try this:
d-pad = movement forward, backward, strafing.
pointing wii-mote = aiming on screen.
tilting wii-mote left/right = turning left/right.

No need for the nunchuk at all.

(You could of course replace d-pad functions with the nunchuks analogue stick for more comfortable movement.)

KungfuKitten
The problem with the tilting of the Wiimote is it'll be too natural for people to tilt it whilst in combat. It's not a bad start so I'd like to see something of that capacity being pulled off. The best way to find out what controls work well should come from very fast-paced FPSs. UT is such. Now, my first idea to achieve this had the Wiimote to aim as it should and use the nunchuck Z-button to lock the screens postiton to allow the Wiimote to aim freely around the screen. After hearing the nunchuck movement idea it seems alot better... If only Epic would do such... :(
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peacebringer

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#52 peacebringer
Member since 2006 • 3371 Posts
maybe ninty could put another analog stick on the nunchuk \o/Rhubarb9
Or on the Wii mote it'sself it's got the D pad the Analog there instead would have been amazing.
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peacebringer

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#53 peacebringer
Member since 2006 • 3371 Posts
maybe ninty could put another analog stick on the nunchuk \o/Rhubarb9
Or on the Wii mote it'sself it's got the D pad the Analog there instead would have been amazing.
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axt113

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#54 axt113
Member since 2007 • 2777 Posts
[QUOTE="Rhubarb9"]maybe ninty could put another analog stick on the nunchuk \o/peacebringer
Or on the Wii mote it'sself it's got the D pad the Analog there instead would have been amazing.

Nunchuck tilting is all you need
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Taz-Bone

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#55 Taz-Bone
Member since 2004 • 1388 Posts
[QUOTE="Flipnblack"][QUOTE="Bread_or_Decide"]

How to make a fuctional FPS on the Wii.

Step 1: Cancel the game on the Wii

Step 2: Make it for the XBOX 360

Step 3: Release another Mario game on the Wii instead.

Tylendal
I just don't understand how someone could fear a $250 console the size of a harry potter book...

Umm, it's smaller than some of those books. P.S. I read Half Blood Prince in under 5 hours. :?

did you skim read?? I read 'till page 99 then got bored. lol.
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Shadow_op

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#56 Shadow_op
Member since 2006 • 4566 Posts
They can also take it a step further by using the nun-chuck for stance control.Stabby2486
They use that....Use the C and Z buttons.
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Shadow_op

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#57 Shadow_op
Member since 2006 • 4566 Posts
[QUOTE="Bread_or_Decide"]

How to make a fuctional FPS on the Wii.

Step  1: Cancel the game on the Wii

Step 2: Make it for the XBOX 360

Step 3: Release another Mario game on the Wii instead.

axt113
4) Outsell both the 360 and PS3 5)Take over market 6)Rinse and Repeat

Ownage Approved! :lol:
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orangeonxbox

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#58 orangeonxbox
Member since 2005 • 429 Posts
shouldnt this be in the nintendo forums? I mean its is nice and all but where do the 360/ps3 fit in?
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kittykatz5k

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#59 kittykatz5k
Member since 2004 • 32249 Posts
What they need to do is push new features onto the fps genre with the wiimote, rather than just half assing a short bad fps (glares at ubisoft)
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Pangster007

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#60 Pangster007
Member since 2004 • 4426 Posts
[QUOTE="axt113"]I think a fixed Reticule would help the issueShinobishyguy
or a really really small bounding box so the camera doesn't turn with every microscopic movement you make. Sometimes people can have shakey hands. But that big-ass bounding box that's been in FPS's for the wii thus far has to go!

I agree, a small bounding box is the perfect way. From what i've seen in MP3, the camera moves according to the acceleration of the pointers movement. In other words, if the pointer is to the right of the centre, the camera view will move to the right . The speed at which it rotates depends on how far the reticule is from the centre.
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Nedemis

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#61 Nedemis
Member since 2002 • 10715 Posts
I think a fixed Reticule would help the issueaxt113
best idea so far...:)
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Maelkav

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#62 Maelkav
Member since 2007 • 399 Posts

[QUOTE="axt113"]I think a fixed Reticule would help the issueNedemis


best idea so far...:)

Bad idea, actually. The screen would be moving with ever twitch of your wrist. You would have to hold the wii-mote VEEEERY still to keep the reticule centered.

A small bounding box sounds the best right now, but it's the Wii, so they might come up with something totally new. Who knows?

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axt113

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#63 axt113
Member since 2007 • 2777 Posts

[QUOTE="Nedemis"][QUOTE="axt113"]I think a fixed Reticule would help the issueMaelkav



best idea so far...:)

Bad idea, actually. The screen would be moving with ever twitch of your wrist. You would have to hold the wii-mote VEEEERY still to keep the reticule centered.

A small bounding box sounds the best right now, but it's the Wii, so they might come up with something totally new. Who knows?

You'd end up with a "shakey cam" which is more realistic, kind of like the opening of Saving private ryan.
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freeload

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#64 freeload
Member since 2003 • 8139 Posts
[QUOTE="Maelkav"]

[QUOTE="Nedemis"][QUOTE="axt113"]I think a fixed Reticule would help the issueaxt113



best idea so far...:)

Bad idea, actually. The screen would be moving with ever twitch of your wrist. You would have to hold the wii-mote VEEEERY still to keep the reticule centered.

A small bounding box sounds the best right now, but it's the Wii, so they might come up with something totally new. Who knows?



You'd end up with a "shakey cam" which is more realistic, kind of like the opening of Saving private ryan.

It's already been done on Call of Duty on Wii and it's not that good. It is hard to just relax and enjoy the game because the view is always moving a little bit and when the action gets frantic and your moving your hand quickly it just goes all over the place.

The original posters suggestion is still the superior solution IMO.

I assume, as usual, most of you are gonna have to actually try it in practice before you can all see and feel just how much better the new option is than the set-ups that are currently being used...

 

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axt113

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#65 axt113
Member since 2007 • 2777 Posts
[QUOTE="axt113"][QUOTE="Maelkav"]

[QUOTE="Nedemis"][QUOTE="axt113"]I think a fixed Reticule would help the issuefreeload



best idea so far...:)

Bad idea, actually. The screen would be moving with ever twitch of your wrist. You would have to hold the wii-mote VEEEERY still to keep the reticule centered.

A small bounding box sounds the best right now, but it's the Wii, so they might come up with something totally new. Who knows?



You'd end up with a "shakey cam" which is more realistic, kind of like the opening of Saving private ryan.

It's already been done on Call of Duty on Wii and it's not that good. It is hard to just relax and enjoy the game because the view is always moving a little bit and when the action gets frantic and your moving your hand quickly it just goes all over the place.

The original posters suggestion is still the superior solution IMO.

I assume, as usual, most of you are gonna have to actually try it in practice before you can all see and feel just how much better the new option is than the set-ups that are currently being used...

 

Call of Duty on Wii used the bounding box as I recall not a fixed reticule
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freeload

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#66 freeload
Member since 2003 • 8139 Posts
[QUOTE="freeload"][QUOTE="axt113"][QUOTE="Maelkav"]

[QUOTE="Nedemis"][QUOTE="axt113"]I think a fixed Reticule would help the issueaxt113



best idea so far...:)

Bad idea, actually. The screen would be moving with ever twitch of your wrist. You would have to hold the wii-mote VEEEERY still to keep the reticule centered.

A small bounding box sounds the best right now, but it's the Wii, so they might come up with something totally new. Who knows?



You'd end up with a "shakey cam" which is more realistic, kind of like the opening of Saving private ryan.

It's already been done on Call of Duty on Wii and it's not that good. It is hard to just relax and enjoy the game because the view is always moving a little bit and when the action gets frantic and your moving your hand quickly it just goes all over the place.

The original posters suggestion is still the superior solution IMO.

I assume, as usual, most of you are gonna have to actually try it in practice before you can all see and feel just how much better the new option is than the set-ups that are currently being used...

 



Call of Duty on Wii used the bounding box as I recall not a fixed reticule

It has both options. You can change it in the options/control menu, to a fixed cursor, so the reticule never moves from the center of the screen and the camera imediately as you move the Wiimote.

I think it was Call of Duty, but it was one of the WW games anyway. It is definately in there cause I played it on the Wii with both control options and neither felt very intuitive or fun...

 

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edward2332

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#67 edward2332
Member since 2005 • 988 Posts

This has probably already been mentioned earlier but the main problem with FPS on the Wii is twofold:

 

1. Holding a Wiimote in the air is not as "stable" as moving a mouse on top of a mouse pad.

2. A Bounding Box is necessary because, unless a mouse, you can't "pick up" the Wiimote when you've turned as far as you can.

To elaborate on the 2nd comment...say you eliminated the bounding box...so your reticle is always center and however you move your Wiimote, your view will move.  How would you do a 360 degree turn?  With a mouse, you move it as far to the side of the mouse pad as it can go...then you pick up the mouse, bring it back to the other side of the mouse pad, and keep moving it until your turn is complete.  With the Wiimote, since it's "always on", if you move it back, your view will move back as well.

 One way around it would be to make it so you have to hold down a button in order to "move".  If the button wasn't held down, then your Wiimote movements don't "register".  This would solve the issue of "shaky screen" as well.  I don't know how hard it would be to get used to holding down a button whenever you wanted to move, but I imagine it wouldn't take too long to master.  Of perhaps flip it around...hold down the button when don't want to move.

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freeload

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#68 freeload
Member since 2003 • 8139 Posts

This has probably already been mentioned earlier but the main problem with FPS on the Wii is twofold:

 

1. Holding a Wiimote in the air is not as "stable" as moving a mouse on top of a mouse pad.

2. A Bounding Box is necessary because, unless a mouse, you can't "pick up" the Wiimote when you've turned as far as you can.

To elaborate on the 2nd comment...say you eliminated the bounding box...so your reticle is always center and however you move your Wiimote, your view will move.  How would you do a 360 degree turn?  With a mouse, you move it as far to the side of the mouse pad as it can go...then you pick up the mouse, bring it back to the other side of the mouse pad, and keep moving it until your turn is complete.  With the Wiimote, since it's "always on", if you move it back, your view will move back as well.

 One way around it would be to make it so you have to hold down a button in order to "move".  If the button wasn't held down, then your Wiimote movements don't "register".  This would solve the issue of "shaky screen" as well.  I don't know how hard it would be to get used to holding down a button whenever you wanted to move, but I imagine it wouldn't take too long to master.  Of perhaps flip it around...hold down the button when don't want to move.

edward2332

My god!

Do any of you guys actually read the intial posts in these forums?

If you simply move the looking onto the tilt control of the Nunchuck then you don't have to have any kind of bounding box and can freely point/aim/shoot around the screen with the Wiimote. The view would of course move anytime you tilt/rotate the Nunchuck, even a little bit, but that won't be an issue if you have free aiming on the Wiimote because the aiming won't directly affect the view causing the whole screen to shake when you simply try to aim at and shoot someone.

This is a far better solution that what is currently being used IMO.

Move forward, backward, strafe left and right with the Anaolgue Stick.

Look up, down and turn left and right with the Nunchuck Tilt Control.

Aim freely with the Wiimote and fire with B.

It's not that complicated and it would be far better than the bounding box or fixed reticule methods, once again IMO, but of course most of you will disagree until you actually try it, when all of a sudden you will realise it is better and then act like you though it would be all along...

 

 

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edward2332

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#69 edward2332
Member since 2005 • 988 Posts
[QUOTE="edward2332"]

This has probably already been mentioned earlier but the main problem with FPS on the Wii is twofold:

 

1. Holding a Wiimote in the air is not as "stable" as moving a mouse on top of a mouse pad.

2. A Bounding Box is necessary because, unless a mouse, you can't "pick up" the Wiimote when you've turned as far as you can.

To elaborate on the 2nd comment...say you eliminated the bounding box...so your reticle is always center and however you move your Wiimote, your view will move.  How would you do a 360 degree turn?  With a mouse, you move it as far to the side of the mouse pad as it can go...then you pick up the mouse, bring it back to the other side of the mouse pad, and keep moving it until your turn is complete.  With the Wiimote, since it's "always on", if you move it back, your view will move back as well.

 One way around it would be to make it so you have to hold down a button in order to "move".  If the button wasn't held down, then your Wiimote movements don't "register".  This would solve the issue of "shaky screen" as well.  I don't know how hard it would be to get used to holding down a button whenever you wanted to move, but I imagine it wouldn't take too long to master.  Of perhaps flip it around...hold down the button when don't want to move.

freeload

My god!

Do any of you guys actually read the intial posts in these forums?

If you simply move the looking onto the tilt control of the Nunchuck then you don't have to have any kind of bounding box and can freely point/aim/shoot around the screen with the Wiimote. The view would of course move anytime you tilt/rotate the Nunchuck, even a little bit, but that won't be an issue if you have free aiming on the Wiimote because the aiming won't directly affect the view causing the whole screen to shake when you simply try to aim at and shoot someone.

This is a far better solution that what is currently being used IMO.

Move forward, backward, strafe left and right with the Anaolgue Stick.

Look up, down and turn left and right with the Nunchuck Tilt Control.

Aim freely with the Wiimote and fire with B.

It's not that complicated and it would be far better than the bounding box or fixed reticule methods, once again IMO, but of course most of you will disagree until you actually try it, when all of a sudden you will realise it is better and then act like you though it would be all along...

 

 

Your idea would just make it worse. Imagine combining 2 unsteady hands instead of just one. It's hard enough to keep your wiimote steady. If you also had to worry about keeping your nunchuck steady as well...forget it....you'll be all over the place.
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-The-G-Man-

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#70 -The-G-Man-
Member since 2007 • 6414 Posts
Yeah.  Why don't they just do the turning like a normal FPS?  I don't understand that.
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freeload

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#71 freeload
Member since 2003 • 8139 Posts
[QUOTE="freeload"][QUOTE="edward2332"]

This has probably already been mentioned earlier but the main problem with FPS on the Wii is twofold:

 

1. Holding a Wiimote in the air is not as "stable" as moving a mouse on top of a mouse pad.

2. A Bounding Box is necessary because, unless a mouse, you can't "pick up" the Wiimote when you've turned as far as you can.

To elaborate on the 2nd comment...say you eliminated the bounding box...so your reticle is always center and however you move your Wiimote, your view will move.  How would you do a 360 degree turn?  With a mouse, you move it as far to the side of the mouse pad as it can go...then you pick up the mouse, bring it back to the other side of the mouse pad, and keep moving it until your turn is complete.  With the Wiimote, since it's "always on", if you move it back, your view will move back as well.

 One way around it would be to make it so you have to hold down a button in order to "move".  If the button wasn't held down, then your Wiimote movements don't "register".  This would solve the issue of "shaky screen" as well.  I don't know how hard it would be to get used to holding down a button whenever you wanted to move, but I imagine it wouldn't take too long to master.  Of perhaps flip it around...hold down the button when don't want to move.

edward2332

My god!

Do any of you guys actually read the intial posts in these forums?

If you simply move the looking onto the tilt control of the Nunchuck then you don't have to have any kind of bounding box and can freely point/aim/shoot around the screen with the Wiimote. The view would of course move anytime you tilt/rotate the Nunchuck, even a little bit, but that won't be an issue if you have free aiming on the Wiimote because the aiming won't directly affect the view causing the whole screen to shake when you simply try to aim at and shoot someone.

This is a far better solution that what is currently being used IMO.

Move forward, backward, strafe left and right with the Anaolgue Stick.

Look up, down and turn left and right with the Nunchuck Tilt Control.

Aim freely with the Wiimote and fire with B.

It's not that complicated and it would be far better than the bounding box or fixed reticule methods, once again IMO, but of course most of you will disagree until you actually try it, when all of a sudden you will realise it is better and then act like you though it would be all along...

 

 



Your idea would just make it worse. Imagine combining 2 unsteady hands instead of just one. It's hard enough to keep your wiimote steady. If you also had to worry about keeping your nunchuck steady as well...forget it....you'll be all over the place.

You obviously don't get it and like I say, you won't until you try it. Then you will agree no doubt but act like it was obvious all along...

The Wiimote has no effect on the steadyness of the view since it just aims the cursor like in an arcade gun game.

Because the aiming and shooting is trully free you won't have to worry about using the look option excessively. You could just aim to the edge of the screen with the Wiimote if there is a guy there.

Even when you do have to look around with the Nunchuck it will be the same as the Wiimote, ecept far less jittery than the pointer, which used different technology. Also you can rest the Nunchuck a lot of the time and still aim freely with the Wiimote which in many situations will be all you need to do, as long as you have the target somewhere within your current view. So look roughly where you want to then stop trying to look/turn with the Nunchuck and use the Wiimote to aim accurately and intuitively.

 

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Pangster007

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#72 Pangster007
Member since 2004 • 4426 Posts
Well, the best FPS controls would be keybaord/mouse and touchscreen, imo. So the best controls that can be employed on the Wii would be very similar to that. As for your tilt suggestion, i think it's very awkward. I mean, read the PoP review, they say the tilting for the camera angles is not good.
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freeload

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#73 freeload
Member since 2003 • 8139 Posts

Well, the best FPS controls would be keybaord/mouse and touchscreen, imo.

So the best controls that can be employed on the Wii would be very similar to that.

As for your tilt suggestion, i think it's very awkward. I mean, read the PoP review, they say the tilting for the camera angles is not good.Pangster007

That's bad implementation not bad set up...

 

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edward2332

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#74 edward2332
Member since 2005 • 988 Posts


No...I get it...and I see where you're coming from.

And, like I said, it would just make it worse. Tell me...just how would I do a 360 degree turn with YOUR "method"? If the nunchuck works like a mouse...it would be impossible...unless your wrist can spin like a pinwheel. If it works like an analog controller...then you're gonna be faced with issues such as trying to control how fast you turn and how to find out where "center" is. Sorry to burst your bubble...it was a good attempt, though.
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bexarath

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#75 bexarath
Member since 2005 • 555 Posts
Isn't Alien Syndrome on Wii going to use the Nunchuk tilting as the camera control? If it works there, it should work for other games.
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freeload

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#76 freeload
Member since 2003 • 8139 Posts



No...I get it...and I see where you're coming from.

And, like I said, it would just make it worse. Tell me...just how would I do a 360 degree turn with YOUR "method"? If the nunchuck works like a mouse...it would be impossible...unless your wrist can spin like a pinwheel. If it works like an analog controller...then you're gonna be faced with issues such as trying to control how fast you turn and how to find out where "center" is. Sorry to burst your bubble...it was a good attempt, though.edward2332

Tell me...just how do you do a 360 degree turn on the N64/PS/GC/Xbox/PS2/Xbox 360/PS3?

The Nuncuck would work like the right analogue stick on any of those controllers except using tilt control in place of the analogue stick; centred = no movement and the more you tilt/turn the Nunchuck the faster you look up, down or turn left and right. It would be little faster but a little more shakey than an analogue stick.

It also understands it's centre just like it can understand it's centre in games like Excite Trucks e.g if you don't tilt it from it's centre the car goes straight or does not lean forward or backward on a jump.

The actual Analogue stick on the Nunchuck would act like the left analogue stick on any of those controllers.

 

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freeload

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#77 freeload
Member since 2003 • 8139 Posts

Isn't Alien Syndrome on Wii going to use the Nunchuk tilting as the camera control? If it works there, it should work for other games.bexarath

Indeed, and they say it does work...