DZR_Mikhail 14 Posted August 30, 2012 (edited) Every action requires manual logical and intuitive interaction. Fahrenheit\Reciever game style. IAS consists of: AKM simulation Medic simulation Project home at DH - https://dev-heaven.net/projects/ias Core concept ideas Get rid of progress-bar-like interactions and actions, which make our medics yawn while doing medical treatment. Why reload time takes 4 seconds? Why ACE wound bandage takes 20 seconds? Why changing a blown tyre takes 30 seconds? Who decides this? Why the complexity of an action is only reflected on it’s duration? Some people are training hard to do quickest and precise surgery in shortest time, while amateurs can spend much more time in doing it and can harm their patients. Some soldiers can reload a rifle in a blink of an eye, because they done it thousands of times, while an inexperienced rookie will be dropping mags, or fiddling with the insertion too long. An experienced mechanic can change a blown tyre in a minute, while a newbie can spend half an hour messing with it. [*]Actions take so much time that is needed to perform it based on duration and complexity of it’s subactions. If player knows how to do it, he can train himself to the action sequences and become professional in particular action. [*]Each subaction is represented in intuitive keyboard and mouse manipulations which correspond to real life actions and split into certain action categories (see Actions categories below). If it needs more physical force - player will need to perform something that will get him a bit (or even very) tired. If it requires precision - player will be given a task to manipulate something tiny and deal with it carefully. If an action requires constant holding of an object by one hand - the player will be forced to hold some key to succeed. [*]Many actions can be dangerous for the doer or can damage the object of interaction. A syringe needle can pierce a vein to much and cause bleeding. Wrong place for injection can make it harmful and painful for the patient. Poorly wrapped bandages can loosen and drop and reopen bleeding wound. Poor CPR performance can cause chest damage or be ineffective in reanimation. Too much force to the chest, wrong breathe in\chest push sequence and timing. Insecure hold of the magazine can cause it be dropped on the ground and result in longer reloading. Poor static weapon mounting can result in grip mechanisms get damaged during shooting excessive recoil force. Actions categories Involving finger manipulations Involving legs Involving physical force application Involving “tiny†actions = precision Involving “wide†actions = non precise Involving aiming (mouse gesture or aiming) Pushing and pulling Turning or circling Holding with left hand Holding with right hand Reaching gear Involving breathing and inhale\exhale Each category will be represented by a documented set of key\mouse manipulations. Each category can be combined with every other one. For example to make a morphine injection you combine actions 1, 4, 6, 7. To perform CPR - 3, 5, 7, 12. To reload a weapon - 1, 4, 7, 10, 11. Demo videos showing the concept. GLWSMQ_4EtM Edited September 12, 2012 by zvukoper Share this post Link to post Share on other sites
DZR_Mikhail 14 Posted September 3, 2012 I'm struggling with making it use the mouse gestures and manipulations. Let's say drawing arcs with mouse instead of forming lines of numkeys. Share this post Link to post Share on other sites
DZR_Mikhail 14 Posted September 3, 2012 Description updated with core ideas. Share this post Link to post Share on other sites
DZR_Mikhail 14 Posted September 11, 2012 (edited) Latest version of AKM simulation video added to OP Edited September 12, 2012 by zvukoper Share this post Link to post Share on other sites