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Orymus3

Member Since 10 Dec 2008
Offline Last Active Today, 06:41 AM
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Posts I've Made

In Topic: First person perspective improvements?

20 July 2014 - 06:00 AM

I do not having anything to say against these but ai feel none of these would ever be part of the mvp of a game nor would they directly impact fun factor so i am left considering them as suggestions to improve immersion.
In a game that lists immersion as a key component, I am not sure that having the UI wobbling (causing dizziness) would be on the top of my list of features to implement.

Overall I feel you are looking at the added value without considering the drawbacks and cost. There is probably a bigger reason than I can think of why these are not often around, but in general, critical features often involve one of the 3 Cs (camera controls character).

The six degrees of freedom will be more mainstream as new input is implemented. The mouse is slowly being replaced by AR headsets for example, which provide 3d motion which would tremendously help with that.

In Topic: FPS Games, Recoil and Spread

19 July 2014 - 10:14 PM

Moving crosshair would be quite fitting in an environment where vision, aim and movement are decoupled along three axis (such as would be made possible by oculus rift and similar techs).

 

If you move with WASD in the direction you are looking (replacing mouse with the input of an oculus rift-like input) and use the mouse for aiming (anywhere in your FOV), you could technically have the crosshair already not fixed in the middle of the screen.

As a result, having the 'stability' vary based on shots being fired would not feel unnatural if it affected the crosshair further.


In Topic: How do you make and manage an indie development team?

19 July 2014 - 10:10 PM

Why don't you just try to find like-minded individuals, each work on your own project, and help each other wherever applicable? (whoever has done A* can help the others implement it appropriately, and whoever has some understanding of online/multiplayer can benefit the group).

If you guys work out well as a team, maybe you'll transition into a team-oriented project before the end of the year, or else, at least you'll have progressed with your own respective projects?


In Topic: How do you make and manage an indie development team?

19 July 2014 - 10:18 AM

Fairly generic advice: in management, never assume anything. Assumptions make you fail whether you assumed everyone had the same definition of done or assumed you were the boss (while some thought it was a democract).
Just like a game of poker, you need to clear up all of thr rules upfront and leave nothing to your assumptions.

In Topic: Isometric vs. 2D Design. What do you prefer and why?

18 July 2014 - 11:34 PM

I don't like isometric, but I'm afraid I've never given it much more thought.

I think a conventional 2d representation is easier to grasp (X and Y axis are simple).


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