I agree whole heartedly with Run_The_Shadows about seeing from your avatar''s eyes instead of that stupid canned gun model floating at the bottom of the screen. The big problem with shooting from the shoulder instead of the hip is your gun and arm is going to take up 3/4 of the screen. I love that idea about raising/lowering the gun, though. Just like Blackthorne. There could be 2 modes of play: gun raised and gun lowered. You''d have to lower your gun to perform actions like climb ladders, open doors, reload, etc. Also, if you could see your body, you could have it so that you checked your ammo when you looked straight down. You could also check for wounds too, I guess.
And also, about ladders, have our avatar actually grab on to the damn ladder so we know when we''re attached to it and when we''re going to fall. At least have a little icon pop up saying we''re on the ladder. Serenity now...
I don''t like that free aiming idea, though. Just look at SWAT guys on TV (not Dark Angel, though, they suck) or in the movies. They have their guns glued to their shoulder and point them wherever they look.
Oh, and maybe the ''use'' key could double as a melee attack when you''re facing an enemy. A quick pistol whip without having to switch weapons. Also, when the enemy''s back is turned to you, you could grab him around the neck and use him as a shield.
FPS Issues
ever play vigilance (I think that''s what it was), published by.. Sierra, I think? you moved with the arrow keys and aimed with the mouse.. took a little getting used to, but ended up pretty neat. 3rd person..
-jipe
-jipe
You''ll need a different input device.
Sure, it''s been attempted and never really caught on (SpaceOrb 360, SideWinder DualStrike - not a bad pad, btw), but to be able to move and aim separately, you''ll need to furnish the player with the ability to control motion with one hand (note hand , not fingers) and aiming with the other, still leaving the fingers free for triggers.
Which brings us to another point: many of the structural limitations of today''s games are a function of the phyiscal properties of the hardware they run on - such as the projective limitation of a monitor as opposed to a VR helmet/glasses.
Sure, it''s been attempted and never really caught on (SpaceOrb 360, SideWinder DualStrike - not a bad pad, btw), but to be able to move and aim separately, you''ll need to furnish the player with the ability to control motion with one hand (note hand , not fingers) and aiming with the other, still leaving the fingers free for triggers.
Which brings us to another point: many of the structural limitations of today''s games are a function of the phyiscal properties of the hardware they run on - such as the projective limitation of a monitor as opposed to a VR helmet/glasses.
quote:
In all modern first person shooters, your view is linked to where you are shooting. Your gun might as well be attached to your head. Is there a good way to allow players to shoot away from where they are looking, is it necessary?
I was just thinking about this a few days ago while playing q3a, but it occurred to me that it might not be particularly useful. Aiming away from facing worked fine in Tomb Raider, but only because the weapon automatically locked on to a target. In Quake 3 Arena, for example, making your weapon automatically target an opponent would take out an element of the game--being able to pick and choose your targets according to your playing style.
quote:
ever play vigilance (I think that''s what it was), published by.. Sierra, I think? you moved with the arrow keys and aimed with the mouse.. took a little getting used to, but ended up pretty neat.
I hated that system. It was too confusing to keep track of everything that was going on.
quote:
I don''t think the ability to shoot independantly from your vision is going to come anytime soon. We just don''t have enough hands to manage all these controls.
This isn''t necessarily true. Given that many FPS players use A/S/D/W rather than the arrow keys, you can play with a system somewhat similar to that of Descent--Q and E could be configured as the look around keys, like they were configured as the roll keys for Descent.
--
WNDCLASSEX Reality;
...
...
Reality.lpfnWndProc=ComputerGames;
...
...
RegisterClassEx(&Reality);
Unable to register Reality...what''s wrong?
---------
Dan Upton
Lead Designer
WolfHeart Software
And, a different issue that I didn't see discussed yet:
Speed
This goes in two forms: general game speed, and character speed.
Game Speed
Not necessarily a big issue I guess, since every player will be running at the same speed, but the first time I played Unreal, I had trouble adjusting to the fact that it was just...too slow for my tastes. Character movement in general was entirely too slow.
Character Speed
This struck me a day or so ago as I was play Q3:A with a downloaded model of Sonic. Here's something that, in character, moves incredibly fast, but yet he's stuck at the same speed as all the other characters. And Angel and Lucy--you can't tell me that they can move as nimbly as Mynx or some of the other characters. And Bones should fall faster--after all, he has less air resistance. Am I the only one that thinks there should be at least some difference in the characters besides just their models? The larger characters have a larger hit zone, but is that it? Since teams have to program stuff to go along with the models, why not put a space in the engine that would allow you to alter attributes for each model--make bigger models more resilient to certain damges and slower, and make smaller models quicker, but possibly with less health.
Edit: Apparently … doesn't work.
Edited by - draqza on July 2, 2001 6:34:50 PM
Speed
This goes in two forms: general game speed, and character speed.
Game Speed
Not necessarily a big issue I guess, since every player will be running at the same speed, but the first time I played Unreal, I had trouble adjusting to the fact that it was just...too slow for my tastes. Character movement in general was entirely too slow.
Character Speed
This struck me a day or so ago as I was play Q3:A with a downloaded model of Sonic. Here's something that, in character, moves incredibly fast, but yet he's stuck at the same speed as all the other characters. And Angel and Lucy--you can't tell me that they can move as nimbly as Mynx or some of the other characters. And Bones should fall faster--after all, he has less air resistance. Am I the only one that thinks there should be at least some difference in the characters besides just their models? The larger characters have a larger hit zone, but is that it? Since teams have to program stuff to go along with the models, why not put a space in the engine that would allow you to alter attributes for each model--make bigger models more resilient to certain damges and slower, and make smaller models quicker, but possibly with less health.
Edit: Apparently … doesn't work.
Edited by - draqza on July 2, 2001 6:34:50 PM
This topic is closed to new replies.
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