Jump to content

  • Log In with Google      Sign In   
  • Create Account

Examples of FPArchery ala Skyrim?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
26 replies to this topic

#21 Skeletor Jones   Members   -  Reputation: 125

Like
0Likes
Like

Posted 15 February 2013 - 09:31 PM

I misspoke earlier, I installed it, patched it up, and it looks like Thief doesn't do breath control after all; perhaps Thief 3 (which had a different engine) did this.

 

I'm having trouble recalling the FPS I played way back when that had the archery breathing control (not counting Mount and Blade).  An old man's memory...


Edited by Skeletor Jones, 15 February 2013 - 09:37 PM.


Sponsor:

#22 Stormynature   Crossbones+   -  Reputation: 3416

Like
1Likes
Like

Posted 16 February 2013 - 10:19 AM




Posted 14 February 2013 - 07:58 AM


I haven't played too many FPSes, partly because they give me motion sickness

 

Have you tried eating ginger lollies while playing these games, I have a friend with a similar condition who is able to play vertigo inducing games by doing this.


Edited by Stormynature, 16 February 2013 - 10:19 AM.


#23 emark.mark20   Members   -  Reputation: 194

Like
0Likes
Like

Posted 16 February 2013 - 04:07 PM

How about Chivalry, Medieval Warfare? I hear that its a challenge to use the bow and arrow though. It has a nice "camera following the arrow" feature though.

#24 Norman Barrows   Crossbones+   -  Reputation: 2310

Like
0Likes
Like

Posted 16 February 2013 - 11:30 PM

In my current project, the bow is the most powerful weapon in the game, and this game has 62 kinds of weapons in it.

 

full Newtonian kinematics, complete with windage from the weather engine. but no hit location yet. arrow types include flaming, and you can poison any type of arrow. no modeling of breathing, but i love the concept, realism is a selling point for the project. How is it usually implemented? I've never played a title that has it. I'd love to add it to my project. 

 

>> the longer you hold it nocked, the less accurate you are due to the strain.  Additionally, you take a visible penalty for movement or on horseback, as your aim becomes much harder to control

 

looks like I have yet more features to add to the bow weapon. so far I've tried to stay away from things like holding longer increasing velocity, as it didn't seem realistic. But holding longer  and movement both decreasing accuracy is something I ought to model. Is the decreased accuracy usually implemented as making the player sway, or as a reduced chance to hit? 


Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

 

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

 

 


#25 sunandshadow   Moderators   -  Reputation: 5059

Like
0Likes
Like

Posted 17 February 2013 - 12:00 AM




Posted 14 February 2013 - 07:58 AM


I haven't played too many FPSes, partly because they give me motion sickness

 

Have you tried eating ginger lollies while playing these games, I have a friend with a similar condition who is able to play vertigo inducing games by doing this.

Hmm, ginger tea is something I could try, should have the same effect.  One thing that helps for me is making sure I'm a bit cold, especially on the top half of my body.  Also, having a fan positioned to blow on my face, but I have to be careful my eyes don't get dried out.  But the main thing is just whether the game requires turning quickly - I just can't do that.


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#26 Skeletor Jones   Members   -  Reputation: 125

Like
0Likes
Like

Posted 17 February 2013 - 02:40 AM

Is the decreased accuracy usually implemented as making the player sway, or as a reduced chance to hit? 

 

A bit of both.  The crosshair begins to drunkenly waver a bit more; and of course with Mount and Blade your arrow doesn't always go right through the middle of your crosshair.  There are random factors involved in the actual arrow flight including the aforementioned movement penalties and your skill level.



#27 Norman Barrows   Crossbones+   -  Reputation: 2310

Like
0Likes
Like

Posted 17 February 2013 - 04:45 PM

Is the decreased accuracy usually implemented as making the player sway, or as a reduced chance to hit? 

 

A bit of both.  The crosshair begins to drunkenly waver a bit more; and of course with Mount and Blade your arrow doesn't always go right through the middle of your crosshair.  There are random factors involved in the actual arrow flight including the aforementioned movement penalties and your skill level.

 

 

should work just fine, mine does both arrow flight and chance to hit modeling (influenced by skills, fatigue, damage, encumbrance  etc). the camera system includes angular momentum modeling to make the world spin when you're intoxicated. i might be able to use that for the sway. where's my todo list?!! gotta write that down! <g>.

 

 

what about breathing? you have to time it to the sound of your breath on a wav file playing?


Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

 

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

 

 





Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS