Includes

Bars

2008-06-17

Two-mote Style

I may of implied, but not explicitly explained how I plan on using two Wii-motes while still being able to move, strafe, look, and turn.

If you've seen or played Metroid Prime 3, you'll notice that you use the Wii-mote's pointer to look up and down and turn left and right. Well, you encounter a few problems when you add a second remote:

How do you move and strafe?
(NOTE: in this context "moving" is going forward and backward without turning, and "strafing" is going left and right without turning)
The answer to this is actually quite simple. Use one of the D-pads. Once two-wii-mote style becomes popular, an attachable joystick which sits on top of the D-Pad (either pushing D-pad buttons or hooking into the expansion port for full joystick capability) will likely be sold in stores.

Here are some other issues:

How do you look and turn?
Do you make both pointers be confined to the screen and both influence look and turn?
Do you lock one as your "look/turn" pointer and let the other pointer move freely with no influence?
Aren't both of the above possible solutions too much of a hassle for one player to handle?


The answer to all these questions is to add a third remote. Naturally, you do not hold this third remote. Instead, it remains stationary and pointing at you.

Observe: CLICK HERE FOR VIDEO

This way, you can have both pointers pointing wherever you want, and neither influence your looking/turning ability. There's another problem that crops up though if you're observant.

Johnny Lee's setup can add leaning, crouching, and jumping to games, but it still doesn't grant me the ability to look and turn. How do we get looking and turning with this setup?
With his setup as-is, you can't. His LED glasses only have two points, which can't distinguish looking up and down from crouching and jumping. Proof of this is that in a normal Wii setup, it can't tell if the camera is pointing up at the sensor bar, or is moving up relative to the sensor bar.
Likewise, a two-LED setup can't distinguish turning left from right or either of these from moving forward and back. (all of these change the distance the camera on the third Wii-mote sees between the two LEDs.

Even when the the camera is stationary and the sensor bar moves, the same is still true.

The solution is to improve on it by adding a third LED to the glasses. Here's a mock-up example of such glasses.


As you can see, when the glasses turn left or right the LED in the center will lean in that direction. Likewise, when the glasses look up and down, the LED in the center will be seen by the camera as moving above or below the other two LEDs.

Technically, the "horn" could point straight out from the face of the glasses (and it would probably work better that way) but that's a minor and irrelevant issue.

So, now you see that even with two Wii-motes and these glasses I can allow the player to not only lean, crouch, and jump, but also look and turn without buttons, joysticks, or handheld pointers.

Now that these two Wii-motes are free from the screen, we can point them off-screen. This is a requirement for Magine Worlds because you need to be able to point a Wii-mote in any direction while still looking at the screen. Until a method for 1:1 movement ratio is pinned down (and it likely will in the next five years) I'm going to have to assume that when a player is not pointing a Wii-mote on screen, that the character's respective arm (and therefore palm) is stretched as far as it will go in the direction the Wii-mote is pointing. Even when the Wii-mote isn't pointing at the screen, it can tell what angle relative to the ground it's pointing. In this way, players will be able to point and shoot in any two directions while looking straight forward.

No comments:

Post a Comment