A couple of things I’ve been pondering came together for me recently, which led to a crazy idea that I think might just work.
In short adding facing to the game, but bear with me on the explanation before you decide whether that’s a good idea. Basically facing would be represented by something very similar to the “look around” command, except it’s persistent. In other words, you adjust your point of attention to be on a square where you aren’t standing, and your facing is toward that square. If that’s not clear, here’s a crappy ASCII representation:
Standing near a building corner, you look ahead and see a zombie...
....... ....... Z......
....... ....... .......
#..... ...... .......
#.@... #..... .......
#..... #..@.. #....
#..... #..... #..@.
#..... #..... #....
Keeping the zombie in view, you move to the corner of the building for cover
.Z..... .......
...... .Z....
..... .....
.... ....
#... ...
#.@. #@.
#... #..
The first two actions are “look around” actions, and the next two are movement, you can see how the adjustment to look direction is maintained even though you’re moving. I’m thinking the default for adjusting move direction would be Shift+hjklyubn like the default for movement, though this would be remappable like anything else. There’d also be a “center attention on player” button.
This would make driving nice, as you generally want to look ahead of you instead of having the view centered on you. If you’re running from a horde you can watch behind you to keep track of where they are. Finally this would give you a way to direct a flashlight, the flashlight cone would face the center of the drawn area, so you can selectively illuminate things. If the view is centered it’d basically be interpreted as “point flashlight at the ground”, with there possibly being adjustments to how the flashlight casts light based on where you’re looking e.g. if your attention is nearby it’d still be pointing mostly at the ground and have a limited range, but if you’re looking far away it’d be pointed horizontally and cast light further.
In the distant future the direction you’re facing might have additional effects, like a higher chance to spot things (once there’s some kind of spotting mechanic), including facing for monsters, NPCs (which is easier to implement than PC facing, go figure)
Thoughts? I’ll be trying it out and possibly pushing it as a non-default option since I think it’ll be easy to implement the basics, but I’m interested in feedback.