View point of Skulks
MaLuS
Join Date: 2013-02-02 Member: 182769Members
This is a post to the Devs as direct feedback and questions.
I would like to express that I understand why the camera is situated in the center of the model but i must also say that this is extremely frustrating as you cannot really peek around a corner to see if there is a marine waiting there, etc.. most players have no clue that this is the case and get killed by the fact that they did not know that when you peek around a corner its actually half of the model that is showing around the corner so the marines can see you long before you see them.
Is it possible to have the camera further forward so we can peek around corners better yet keep the control of the skulk? Perhaps having the camera closer to the head and having the body follow from neck/shoulders (i.e. allowing the center to be a slight rotation point)? like in quadruped animals the hind legs follow the front legs and the center mass is used more of a pivot and in most cases the animals are actually unaware of their hind legs.
Also there are times where the model does not fit the direction the player is looking at and leads to some players model showing when they are completely unaware that it is due to the orientation of the surface they are on vs the direction of the players view point, I have also seen times where the model seems to not know which way to face when close to 2 or more different angled surfaces and results in the model flicking between orientations while the player remains still on their view point or it sits in a "middle ground" that was unintended by the player. Is this something you are aware of and working to fix already?
Love the game that you guys at UWE have produced and keep up the good work
I would like to express that I understand why the camera is situated in the center of the model but i must also say that this is extremely frustrating as you cannot really peek around a corner to see if there is a marine waiting there, etc.. most players have no clue that this is the case and get killed by the fact that they did not know that when you peek around a corner its actually half of the model that is showing around the corner so the marines can see you long before you see them.
Is it possible to have the camera further forward so we can peek around corners better yet keep the control of the skulk? Perhaps having the camera closer to the head and having the body follow from neck/shoulders (i.e. allowing the center to be a slight rotation point)? like in quadruped animals the hind legs follow the front legs and the center mass is used more of a pivot and in most cases the animals are actually unaware of their hind legs.
Also there are times where the model does not fit the direction the player is looking at and leads to some players model showing when they are completely unaware that it is due to the orientation of the surface they are on vs the direction of the players view point, I have also seen times where the model seems to not know which way to face when close to 2 or more different angled surfaces and results in the model flicking between orientations while the player remains still on their view point or it sits in a "middle ground" that was unintended by the player. Is this something you are aware of and working to fix already?
Love the game that you guys at UWE have produced and keep up the good work
Comments
Obviously it is not how you actually see things from your own eyes but I think centrally-located cameras are the best compromise between first-person and third-person rendering of movement.
This is a very basic example of how the body follows the front but you get the idea, some tweaks can be added like limiting how fast the player can swivel round or how much twist the model has etc... so the model doesn't clip into itself
I don't want them to change the location of mouth camera and I don't think there's other ways to enable leaning, if you keep the camera where it is now.