tap R

  • clip weapons
  • if there is a fuller clip in inventory, remove the current clip and swap with the fullest.
  • individual bullet weapons
  • load one bullet into the weapon.

double tap R

  • clip weapons
  • a faster reload, if there is a fuller clip in inventory, drop the current clip on the ground and reload with the other clip.
  • individual bullet weapons
  • perform a different reload animation, perhaps longer but cooler looking.

hold R

  • clip weapons
  • remove the current clip and swap with the fullest clip in inventory, then start filling it up with individual bullets, if run out start taking bullets from the smallest clip
  • continue holding R
    • 3 sec delay
    • start filling up the next fullest clip with bullets, then the next etc.
    • 3 sec delay
    • start taking bullets of the same type out of other weapon clips and filling the current weapon clips.
  • individual bullet weapons
  • continue filling the weapon with bullets until finished

hold a directional key

  • move in that direction continue to aim forwards.

hold a directional key when movement in that direction is blocked by an object

  • use the object as cover, pressing a direction along the object as well will move in that direction while keeping cover. If you get to a corner you will peek out first before moving around. If you are pressing against an obstacle, you will lean on it with your back. If it’s a low wall that you can peak over, press the forwards key to press against the wall and position to shoot over it, crouch will hide out of the way.
  • ie, forward + crouch = out of sight
    let go of crouch = canshoot
    let go of forward and crouch = stand
    let go of forward = normal crouch stance

double tap forwards

  • start sprinting in that direction, left and right can be used to strafe a bit, but backwards cannot be used. As long as a movement key is held down (not including the backwards key) you will continue sprinting

hold a direction then tap space

  • perform a small jump or leap in that direction

hold a direction then hold space

  • power up for a big jump or dive
  • release space
    • do a large jump in the direction running

hold a direction then double tap space

  • perform a dive in that direction

hold a direction then crouch

  • perform a roll (male) or cartwheel (female) … I’m a stereotypical sexist

hold a direction then double tap space then hold crouch

  • perform a dive then a roll when hit the ground to get back up on your feet

standing still and tap space

  • jump on the spot - it there is a ledge above try to grab it

standing still and hold space

  • power up for a big jump or dive
  • release space
    • if a direction is held, do a large dive in that direction, otherwise do a large jump on the spot. Same roll option as for the normal dive

standing still and hold crouch

  • go into crouch stance
  • relase crouch
    • stand

double tap crouch

  • go into floor mode - all movement is with the whole body on the ground shuffling etc.

from ground hold crouch

  • go into crouch
  • release
    • go to stand

from ground tap crouch

  • stand

from ground press space

  • stand

direction keys while on ground

  • depending on orientation, shuffle forward, backwards or roll to the sides shuffling forwards can rotate the body a little.

holding action while a single item is available

  • move to and pick up the object

executing a roll or a dive while holding action

  • attempt to pick up a nearby weapon at certain orientations during the dive and roll

holding action when a door or moveable device is available

  • grap the device with one hand, moving the view in a certain directions will interact with the device
  • lever = up down, door = left right etc.
  • in some situations you will also have to move release lets the device go

holding action when a ledge is nearby or available

  • attempt to grab the ledge
  • release action drops from the ledge
  • up is pull yourself up onto the ledge
  • down is drop
  • left and right move in that direction along the ledge
  • view is partially restricted

holding action when a ladder is nearby or available

  • attempt to grab the ladder
  • release action drops from the ladder
  • up is climb the ladder
  • down is decend
  • left and right move in that direction while still holding the ladder
  • view is partially restricted
  • one handed weapons only, even then climbing is slower
  • weapons are put away by default, unless they are being used, or have been shot in the last few seconds

Weapon Manipulation

Primary Attack

Does the primary attack with the weapon you are currently holding. If in melee mode then the primary attack is punch. A gun’s primary attack is firing it.

Secondary Attack

Do the secondary attack for the weapon you are holding. If in melee mode then the secondary attack is kick. Some weapons don’t have secondary attacks. Secondary attack for an M4 Masterkey (M4 with grenade launcher) is to fire a grenade.

Not sure if the secondary attack for a rifle is to zoom, or there is a separate zoom key. Having a separate key means that other weapons can zoom a little, while still having a secondary attack. I could go even further and not have a weapon mode, that would also be secondary attack. It would defiantly simplify things.

Melee Attack

Whatever mode you are in - try to hit in front of you. Can use the weapon as a bludgeon, or kick depending on what weapon you are holding. If your weapon has a bayonet, melee attack uses that.

Zoom

If the weapon that you are holding has a sight or scope then use that to aim. If the scope is zoom-able then while using the scope you can zoom in and out. Normally the zoom in and out actions are up and down on the mouse wheel.

Reload

Reload the current weapon. If the current clip still has bullets in it holding reload for a few seconds causes you to reshuffle the bullets, a tap causes you to discard the current clip and use a new one, the discarded clip is tossed to the ground.

Weapon Mode

If your current weapon can operate under different modes then this action will change your weapon to the next mode. Different modes for a assault rifle could be semiautomatic, burst and automatic.

Drop Weapon

Because of the limit of the number of weapons you can carry, this key will cause you to drop the current weapon, ready to replace it with one off the ground or nearby. Also if you have nowhere to carry your current weapon (eg. it’s a shotgun without a shoulder strap or holister) when you change weapons it is dropped also. The action key is used to pick up any new weapon that is close. It is also possible to pick up a weapon while in the middle of a roll (run forward, crouch and action keys over the weapon).

Next Weapon

Prev Weapon

Using these two keys you can cycle through the weapon setups that you have. Some setups are default, others you have to set yourself. If you want a grenade launcher in one hand, and a shotgun in the other, this is not a common setup (overload of weapons) so you would have to set it up yourself.

Weapon Selector Keys

Similar to the 1-5 keys in halflife, these will allow you to select the different weapon combinations available to you. Pressing the first key will cycle through the weapons in that slot. Weapon slots are user definable.

Akimbo

Not sure about having two weapons at the same time. It could be that left and right mouse buttons fire each weapon respectively (not possible to do secondary fire). Also holding drop and clicking one or both of the mouse buttons will drop the related weapon. Not all weapons can be dual wielded. Takes much longer to reload (much longer). Maybe just limit it to two of the same weapon. Special cases only. Another option for control is that you can only fire them both at the same time, secondary fire still works.

  • Dual Pistols
  • Dual Revolvers
  • Dual Uzis (TMP etc)
  • Dual Pump Action Shotguns (cool reloading)
  • Dual Sawed off Shotguns (ouch)
  • Dual Small Axes
  • Dual Knives

Throwing weapons

If you are moving your field of view in a certain direction and drop your weapon, it will fly off in the same direction you looked. This also could be how you throw knives and axes. It was done well in madness, but I’m not sure how it will work in a fps.

Movement and Actions

Forwards

Backwards

Strafe Left

Strafe Right

Default movement keys (normally WASD, sometimes ESDF). Pressing forward will cause you to walk forward in the game. Strafe left will move your character left without moving your view.

Mouse Look

Moving the mouse around rotates the players view, up makes the player look up etc. If using a melee weapon, attacking with it and moving the view will cause the attack to move as well. When using a katana for instance, using primary attack and holding it then dragging the view to the left will cause the katana to do a cutting action to the left.

Invert Mouse - optional

Moving the mouse up makes the player look down (plane sims, goldeneye).

Jump

Pressing jump will cause you to make a leap in the direction you are travelling. This ruins accuracy.

Crouch

Pressing crouch will cause you to take a defensive pose, and increase your accuracy.

Action

This key is used to interact with your environment. Pressing action on a door will attempt to open it. Pressing action on a hostile person will cause you to try to grab the person, and strangle them. Pressing action on a ladder will cause you to grab a hold of the ladder, pressing backwards will move down the ladder, forwards up the ladder and jump will cause you to let go of the ladder. Pressing action of an item in the game will cause you to try to pick it up or use it.

Not sure if action should be toggle or hold. Would it be better if you had to hold action while climbing a ladder? A cool idea is that action grabs the door handle, then moving your vision opens and closes the door. You can open it quietly or slam it shut. Also should it be the same with opening vehicle doors?

Bandage

Pressing this button will cause you to attend to your wounds. You must have free hands to do this, if you don’t your weapons are automatically holstered or slung across your shoulder. The bandage key could also cause you to pull out any projectiles that are in you, for example an arrow or a knife.

Movement Modifiers

As well as being able to move around using the actions defined here, some combinations of actions are unique.

Sprinting

Double tapping forward will cause you to sprint forward as long as the forward key is being held down. You can strafe left and right while sprinting, but you can’t go backwards.

Roll

While running or sprinting, tapping crouch will cause you to do a roll on the ground. Holding crouch will cause you to slow down and move into a crouch.

Dive

While running or sprinting, double tapping jump will cause you to do a dive in the direction travelling. You will land either on your front - if diving forwards, back if diving backwards or side if diving to the side. It is possible to change your aim while diving.

Eating Dirt

Double tapping crouch will cause you to spread out on the ground on your front. Pressing jump will let you get out of that pose. Using the movement keys you can shuffle and roll around on the ground. This is also the situation you end up if you do a dive. It is not possible to rotate your body on the ground, but you can roll and shuffle forward to turn around. You can aim anywhere while on the ground.

Dive Roll

If you are holding down crouch during your landing after a dive, you will do a roll and get back up on your feet.

Environment Interactions

Wall hugging

Pressing crouch and moving into a high enough wall will cause you to stand with your back to the wall. You will stay like this as long as you continue to attempt to move into the wall. Moving along the wall can be done by using the movement keys. When you get to a corner, you will look around the corner before moving around it.

Ledges

Walking up to a small step will cause you to take a bigger step to get over it. Walking up to a medium height ledge and pressing jump will cause you to pull yourself up onto it. If the wall is over head height, jumping and moving forward will cause you to grab a hold of the ledge and hang there. While hanging you can shuffle left and right and around corners. Releasing forward will cause you to drop. Pressing jump will cause you to pull yourself up. You can also get a hold of a ledge if you jump and don’t quite make it, if you hit the ledge and hold forward you will grab a hold of it and hang there.

Body Realism

If you do a roll and hit a wall before you are finished you will sustain damage. If you sprint or run into a wall you will get hurt. If you run into someone then you both may fall over, if you are going faster then they probably will fall over. If you walk past a corner and you clip it with your arm or gun then your body will show that movement. If you are moving fast and your feet catch a ledge, then you will trip. If there is an explosion next to you you will ragdog until you come to a rest (enough to get up again). If someone kicks you in the leg you probably will fall over. You can still kick and punch if you are on the ground. If someone chops off your arm then you won’t be able to use a weapon with it (and you don’t have long to live). While sprinting and running the character will lean into the run and if you change direction, will lean that direction (this is what some current games lack).