Regarding 1st person camera movement
FuzionMonkey
Join Date: 2005-05-04 Member: 50889Members
<div class="IPBDescription">"mirror's edge 1st person animations"</div><b>Please, please,</b> keep it very subtle. I think the mirror's edge camera movement is too pronounced, and while it may work for a parkour game it has no place in a first person shooter.
For example, Call of Duty 4: Modern Warfare has a subtle 1st person camera movement whenever you lunge forward to knife somebody. In my opinion, that is a good example of how it should be done. Basically, don't go overboard. Keep in mind it's a 1st person shooter and nobody really wants his/her camera moving around.
I think one of the principles of half-life is that you pretty much always have control of the camera, that includes cutscenes (or the lack therof). I would argue that it doesn't really make it much immersion, and if camera movements become too bold or pronounced then they actually detract from immersion and you would be better off with none at all.
I think that subtle details can make a game have a great feel to it, so I would recommend that you air on the conservative side in terms of camera movement. At the very least have the ability to turn it off, but I feel like the problem with that is you have players that have an advantage. In my opinion, these camera movements shouldn't be creating any disadvantage at all, so if competitive players want to be able to turn it off, it shouldn't be there in the first place.
For example, Call of Duty 4: Modern Warfare has a subtle 1st person camera movement whenever you lunge forward to knife somebody. In my opinion, that is a good example of how it should be done. Basically, don't go overboard. Keep in mind it's a 1st person shooter and nobody really wants his/her camera moving around.
I think one of the principles of half-life is that you pretty much always have control of the camera, that includes cutscenes (or the lack therof). I would argue that it doesn't really make it much immersion, and if camera movements become too bold or pronounced then they actually detract from immersion and you would be better off with none at all.
I think that subtle details can make a game have a great feel to it, so I would recommend that you air on the conservative side in terms of camera movement. At the very least have the ability to turn it off, but I feel like the problem with that is you have players that have an advantage. In my opinion, these camera movements shouldn't be creating any disadvantage at all, so if competitive players want to be able to turn it off, it shouldn't be there in the first place.
Comments
As long as there's an option to turn it off, for competitive play purposes.
i like the mirrors edge cam.
damage indicators work fine enough.
i HATE it when something comes into my aim and i have to correct its... i want to focus on my opponent and my aiming and not on
some hyperrealistic features i have to correct (in stalker i hated it to step over a rail ... argh)
it should be "pro playable" as lerk and fade its sometimes REALY close to escape, and if your whole screens start shaking all the time, you will be dead :/
i hope i can turn off all such things like motion blur, camera movement and so on...
I hope you can't turn off motion blur. Same difficulty for everyone.
Could anyone explain what the camera movement in Mirro's Edge is like?
I do agree that some camera shifting should be included, but it should be subtle. The camera should not move when you take fall damage, for instance. But when you reload it might tilt to the side. The little stuff like that adds immersion and looks nice.
..i HATE it when something comes into my aim and i have to correct its..<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't mind. I think it's boring and horribly outdated concept that your crosshair is a static point and you can shoot/bite/etc. no matter what hits you.
I would just be happy to be able to disable the crosshair though, it's a hell of a lot of fun.
I would just be happy to be able to disable the crosshair though, it's a hell of a lot of fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
It isn't hard to disable xhairs in more games. Just create a blank sprite and set it to be your xhairs.
It was good in ns, even if the skulks sometimes lost their target
with all this stuff (man the first thing i've done in crysis was to turn off this motionblur... ah...) on my eyes always start to squint/peer.
i cant play games like this longer as 5minutes, then i have to stop. only because this "super effects..."
i only want to turn it on, if anyone like it so much to play with it, no problem for me, but everyone should be able to turn it off (so its eaqual to everyone..!)
and if this concept would be out of date, why are so much ppl playing cs and cs:s? its still the most played multiplayer game...
<b>3 direct ideas about the camera (not all them related to the model embedded camera).</b>
1) When a player stop move (be away 45 seconds for example) you as a skulk move your head look around for a moment. For a marine he look for its own foot, move one and "take a look" on it, something fun... (all this in a very short camera and animation time). Those type of detail make a game very rich!
2) A minimal camera movement when reloading, look a bit more to the weapon.
3) This one is not exactly an animation, is a camera feature. When you look straight down as marine, you see you foot, and just a little bit of your chest armor, this would be Very cool!
I thought this would be a fps game, not a fp adventure game. It would fit fine in Dreamfall - The Longest Journey for example (awesome game!), but not in a fps. Go play S.T.A.L.K.E.R instead if you want an athmospheric 'realistic' shooter and leave us our game!
if you want to play a game with cs gfx and other skins - download some...? why isnt there place for new visual standarts?
but really this will be far more important for alien players - are your legs sticking out of the vents? or around the corner? are you concealed properly? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> are you invisible?
Think of it as, when you want to turn around, youll have a 20 second delay in a small corridor to just turn around and face the marine <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Also, you cant look down or up to much, hes head and throat is to big.
When you start running, its slow in the begining and youll get up to high speed after about 7-8 seconds, where youll kick everything down, like a train!
Humm, head movement limitations for Onos is very good, if not exaggerated is a very valid point.
After all, an Onos is not a Flamingo!
... What?
Like he said... What?
I play for fun not competition. I have a life... That life consists of work and family what little bit I have left in the evenings/weekends after everybody is sleeping I like to unwind with a fun (read non-competitive) game of whatever has my attention at the time. Right now that is Left4Dead, when NS2 comes out it will be NS2. Either way, PC != competition.
I don't dispute that there are competitive gamers, and gamming competitions, but that exists cross platform and medium.
real competition = mouse
I have no problem with people playing games casually, but when these casual gamers want stupid things that affect the others. Things that are really just novelties and are basically anooying if your trying to apply skill to a situation. Then no. A perfect example is the COD series. CoD1 was so ###### awesome and competitive, cod2 was great but going downhill. Cod4 was ###### horrendous in terms of pure skill, more teamwork orientated. Cod5... the entire competitive community voted against playing it.