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#ActualHodgman

Posted 24 March 2013 - 08:49 AM

Also for your aiming, I may be wrong as to how yours in done. But james bond golden eye for the N64 let you aim your gun independently of your view... it was a pain in the butt and you only needed it in multiplayer if someone used the really short dude.

Similar but very different happy.png  In the same way, I'd bet when you release your idea, you'll also be told about old games that contain a similar scheme wink.png

In Goldeneye 64 you could hold R to switch to a mode where the thumbstick moved the crosshair instead of moving the view.

In Operation Flashpoint (the original, not the shameful Codemasters thievery) there was a 'deadzone' system, where the mouse only moved the crosshair until it hit the edge of an invisible box in the centre of the screen, at which point the camera would actually start to rotate.

MoveIn's aiming was more similar to OFP's system. The mouse directly moved the gun at all times in the exactly same manner as every Quake derivative game, however you had no control directly over the camera/view. Instead of drawing the crosshair in the centre of the screen, a ray was traced out of the gun and the crosshair placed where the gun was pointing. The player's view itself was on a spring that would follow the gun's aiming direction. The speed that the view would rotate to catch up with the gun was dependent on how far the crosshair was away from the centre of the screen. If you were moving your aim between different targets in the middleish of your screen, then the view would remain mostly static like an arcade shooter (virtua cop, house of the dead, goldeneye when holding R, etc) but when making larger movements the view would behave more like a typical FPS, with a continuum in-between.

 

[edit]And yes, many regard Oddjob as a cheat character in Goldeneye due to the difficulty in aiming at him!


#1Hodgman

Posted 24 March 2013 - 08:48 AM

Also for your aiming, I may be wrong as to how yours in done. But james bond golden eye for the N64 let you aim your gun independently of your view... it was a pain in the butt and you only needed it in multiplayer if someone used the really short dude.

Similar but very different happy.png  In the same way, I'd bet when you release your idea, you'll also be told about old games that contain a similar scheme wink.png

In Goldeneye 64 you could hold R to switch to a mode where the thumbstick moved the crosshair instead of moving the view.

In Operation Flashpoint (the original, not the shameful Codemasters thievery) there was a 'deadzone' system, where the mouse only moved the crosshair until it hit the edge of an invisible box in the centre of the screen, at which point the camera would actually start to rotate.

MoveIn's aiming was more similar to OFP's system. The mouse directly moved the gun at all times in the exactly same manner as every Quake derivative game, however you had no control directly over the camera/view. Instead of drawing the crosshair in the centre of the screen, a ray was traced out of the gun and the crosshair placed where the gun was pointing. The player's view itself was on a spring that would follow the gun's aiming direction. The speed that the view would rotate to catch up with the gun was dependent on how far the crosshair was away from the centre of the screen. If you were moving your aim between different targets in the middleish of your screen, then the view would remain mostly static like an arcade shooter (virtua cop, house of the dead, goldeneye when holding R, etc) but when making larger movements the view would behave more like a typical FPS, with a continuum in-between.


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