• FateOfTheCrow@lemmy.blahaj.zone
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    13 hours ago

    In the first few Assassin’s Creed games, they did use the idea of a Puppeteer system for the control scheme, although it wasn’t physics-based or anywhere near as hard as QWOP. Each of the controllers face buttons performed actions associated with each limb, and the right trigger would swap between low profile actions and high profile actions.

    In the top right of the screen, there was always a UI element showing what the buttons did at that moment in that context, which might’ve been why you thought it was a QWOP style system. It’s not exactly what you were thinking of at the time, but you were closer than you realise.

    • Zugyuk@lemmy.world
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      1 hour ago

      Not quite “Time Killers” level of limb to button assignment, but a line that I had not drawn in the AC control scheme!