Quote:
There is however one tricky issue: In real life there is a difference between looking in someone´s direction and looking at someone. I mean a look can mean nothing and then many different things. In my bar example it would be almost impossible not to look at someone. So there has to be a way to tell the game programm, that we look at someone. Maybe with a special area within the view ...?
'To look at' could mean, that the chosen npc is in the center of the player's view (within first person camera), or (third person perspective), the npc is marked by a light or a frame around him after looking at him a certain minimum of time.
About how mouse gestures could connect to hand gestures:
An example for several gestures:
Right click and hold the mouse, move it slowly forward and stop: the right hand, normaly the hand with the item, offers the item.
Left click and hold the mouse, move it slowly forward and stop: the right hand, normaly the hand without an item, asks/demands for something.
Clicking and holding both mouse buttons and move them slowly forward: moves both hands against the npc, and offers the item in exchange to something demanded.
Move the mouse back, when the npc offers an item for trading, means declining the trade.
Right click and hold the mouse, move it _fast_ forward against the npc: the right hand pushs forward against the npc, and, if holding a tool or weapon, hits him.
Right click and hold the mouse, move it slowly forward and move it fast a short way back: the right hand shows its palm against the npc: common sign for 'stop' and 'no'. 'No' can be shown more explecitely by moving the mouse from sidewards from left to right and back repeatingly.
Last edited by Pappenheimer; 02/11/07 22:10.