TC: i hope i interpret you diagrams correctly...
I disagree with your first diagram, especially having to hold the nunchuck low to crouch. Those kinds of gestures might be very difficult to implement and not very reliable.GunSmith1_basic
Not a gesture. A like for like positioning of your posture can be detected.
The second one makes a lot of sense, and it is something. Sniping would still have to be a mode though, I dont know how the wiimote is supposed to detect that you put it in you line of sight.GunSmith1_basic
The scope functions even when your not looking at it. If you want to see through it then just hold the gun (in game) closer to your eye.
Here's the scheme I like, (maybe since its PC FPS derivative):
Wiimote: weapons controller, as if the game was a rail shooter if the game only used the wiimote. (weapon switching: maybe +/- buttons, home pauses game, I'm flexible on this point though). Actualy, I wonder why FPSs dont allow you to click buttons on screen to switch weapons). A button for shooting, B button for secondary weapons, gestures for actions (eg open doors like in godfather).
z button : toggle stance; c button: toggle binoculars/ snipeGunSmith1_basic
See, I'm against toggles. I think it should all be handled in realtime.
Analog stick: moves the character in a static gaze--- forward, backwards, strafe left, strafe right (and all the angles in between)
For turning and looking: tilt the nunchuck left, right, up, down (and all angles in between). Why? Because the tilting is by far the strongest motion sensing in the wii's repetoire.GunSmith1_basic
Do you mean nunchuck being translated into neck movements?
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