How does displacing the client's eye far enough ahead of them that there is no seeing behind themselves sound? It would be for an RPG. I think it could add a sense of realism to the game. Having a high awareness will highten your chances of detecting when someone is attempting to sneak behind you, and you'll be able to see further behind you.
I implemented this, but I haven't got around to putting it to good use, and determining if it's a valuable asset. It was fairly easy to implement, so any moderate coder with an understanding of the client eye could most likely develop it. The most difficult part about it for me was creating the slide effect with camera.
What are some ideas on this?
And if anyone would like, I could release a demo on it. I'm sure someone would have a way for me to improve my system, anyhow.
Prodigal Squirrel
ID:265386
![]() Apr 4 2005, 12:47 pm
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![]() Apr 4 2005, 2:36 pm
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Make a sneaking demo. Solid Snake style.
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It sounds good, and with proper management, it could do well with use, but I sure won't be using it in my upcoming game. I like my square camera, you don't have to reorient your eyes every time you turn around.
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That's why I added in the movement sliding. I give everyone a camera obj that moves as you change directons, and take steps. Then when there's a large movement, it only updates the eye every few steps. It allows for a speed adjusting camera slide. I don't find disorienting at all.
Prodigal Squirrel |
Oh, no, I was talking about when you change directions, the player jumps to the other side of the screen, and you have to refocus on him.
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My Murder Mansion uses a system like this...
It creates an object, sets the player's client.eye to it, and moves that object when they move... It walk()s to its new destination, so there's a nice slide when they change directions... However, it was one of the biggest complaints anyone had about the game...lol Things have settled down now, now that everyone's gotten used to it, but expect to take a lot of crap over it at first...lol |
SuperSaiyanGokuX wrote:
However, it was one of the biggest complaints anyone had about the game...lol Things have settled down now, now that everyone's gotten used to it, but expect to take a lot of crap over it at first...lol You serious? The camera is one of the things that I've always liked about Murder Mansion. =) |
Yeah, I got a lot of flack over it... Mostly from people who complained that it was too disorienting or made them outright dizzy...lol
I've personally never had a problem with it, and I think it's an important element of the game's atmosphere, so I've never given in to their demands to remove it... Fortunately, though, it appears to simply be a matter of adjustment, as most of the complaints have stopped...lol I think it was just too new and different (not that MM was the first to use that sort of system, but it was the first that most of them had played like that), and as we all know, people hate change...lol |