Are any Aliens gonna have Chameleon like eyesockets?

JimydJimyd Join Date: 2003-02-08 Member: 13289Members
edited June 2009 in NS2 General Discussion
<div class="IPBDescription">And is the Skulk gonna have his view model rotate on walls?</div>Are any Aliens gonna have Chameleon like eyesockets?

Meaning lateral vision. Maybe have it toggleable like a real Chameleon, for front and side vision modes. Lerk perhaps?

And is the Skulk gonna have his view model rotate on walls?

I hope you do, and make it optional for those who cannot handle it.

As well, is the Lerk going to rotate in flight like a plane, or are we back to a YAW/LATERAL flight Alien?

Comments

  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    God i hope not.. Who in their right mind if its optional would enable those features..
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Cocaine addicts maybe.
    Oh. Wait.
  • ScribblesScribbles Join Date: 2003-11-05 Member: 22323Members
    Once you got used to the alien view in Alien vs. Predator, it was actually a lot easier to navigate areas when your view rotated with you. It was easy to lose your bearings and get lost though.

    Maybe add it as an advanced control option. I never liked how my skulk would stick to the ceiling on it's back.
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    I have to agree on Scribbles the Alien vs Predator stuff really worked nice, but I don't want to spend my time moving my virtual eyeballs around and if you are a predator you need a (whatever the word is in english, looked for it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) stereoscopic vision (english words tend to get really weird if it comes to diseases and special language, its weird <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> ), even chameleons focus both their eyeballs on their prey for that reason.

    For this reason its just on the "nice to have" side and not on the "if this is not in the game no one will ever be able to enjoy it" side <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • scary_jeffscary_jeff Join Date: 2003-07-27 Member: 18459Members
    I guess you would have to make it an option, but if the viewmodel stuff being talked about means that you can see your own feet as skulk, it would be a bit strange to have those feet rotating around your vision as you ran up a wall... Personally I loved the view rotation in AVP.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I really would not like the view model to be changed. I like it just how it is in NS.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    While most Stuff was good in NS, not everything was perfect.

    Flay' 'n' the Gang actualy planned that, but had to drop it since the Camera would had bobed like mad when climing Stairs or similar Mapfeatures.
  • senor_hybridosenor_hybrido Join Date: 2009-06-04 Member: 67687Members
    I'd prefer if they make that turning view optional. It's disorienting and nauseating for some.

    It would also be really cool if an alien can turn one eye back and one eye looking forward, while the player gets a split screen vision, left half being the left eye's vision and etc. Or the alien can have a mini-screen at a corner to represent the eye looking at an alternate direction.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    rear view mirror anyone? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • EnragedPlatypusEnragedPlatypus Join Date: 2009-05-30 Member: 67567Members
    <!--quoteo(post=1711974:date=Jun 12 2009, 05:04 AM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Jun 12 2009, 05:04 AM) <a href="index.php?act=findpost&pid=1711974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->God i hope not.. Who in their right mind if its optional would enable those features..<!--QuoteEnd--></div><!--QuoteEEnd-->

    Would love to have those options, I guess I'm one of those people who like playing games the hardest way possible. Well, at least trying the hardest way possible to see if I can get used to it.
  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    I'm guessing you dont play to win.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    i loved alien vs predator views. it was like shcapow and stuff. Yea it didnt make the most sense when you are a skulk and your running across the ceiling.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    well, with view rotation: have a central focus point that also acts as a 'gravity' indicator

    or without view rotation: use hud rotation. (the bitecam that is)
  • Vi3triceVi3trice Join Date: 2009-06-03 Member: 67663Members
    <!--quoteo(post=1712092:date=Jun 12 2009, 08:09 PM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Jun 12 2009, 08:09 PM) <a href="index.php?act=findpost&pid=1712092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm guessing you dont play to win.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's fun when you beat all the odds, especially against people that everything to put the game on their side.
  • borsukborsuk Join Date: 2009-06-06 Member: 67717Members
    edited June 2009
    From my experience (Tremulous) wallwalking with rotating view is just awful, and it either imposes limits on level design, or forces map makers to add a lot of invisible brushes everywhere to smoothen things. And stairs are actually the smallest problem, because there's a small number of them and they're of uniform size. You can just cover them with invisible brushes. Try to imagine how wallwalking feels on surfaces like these:

    <a href="http://tremulous.net/media/screenshots/128_full.jpg" target="_blank">http://tremulous.net/media/screenshots/128_full.jpg</a>
    <a href="http://tremulous.net/media/screenshots/130_full.jpg" target="_blank">http://tremulous.net/media/screenshots/130_full.jpg</a>
    <a href="http://tremulous.net/media/screenshots/132_full.jpg" target="_blank">http://tremulous.net/media/screenshots/132_full.jpg</a>

    If 'awful' doesn't come to your mind, download Tremulous and play it. Extremely disorienting. ( <b>sudo apt-get install tremulous</b> - for those on Debian based Linux, Ubuntu etc.). These rooms are typical and a good reason wallwalking is mostly used for ambushes and escapes, not regular travel or combat. But that's just one of many design flaws of Tremulous...

    It was a bit easier in Alien vs Predator 1, but then again AvP1 deliberately used simplified gemetry for that reason.
    -----------------------

    While I don't think wallwalking with rotating view is fun or desirable, I don't see a reason not to rotate skulk <i>model</i> while he's sticking to a ceiling. It wouldn't affect wallwalking player's vision, just the way he's perceived by others.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    I would not like to be able to have "chameleon" type eyes. Aliens are predators, and need both eyes on the target to meassure distance and such. It's also great for movement, while a wider view is better for prey wich primary concern is to spot and escape the predator.

    I'd love to have rotating view on the skulk, but I can understand the concern that it would get very rough over some surfaces. I guess you could have it less rough by smoother switching betwean views. Basically the skulk should not "rotate" around 1 point but spread out from the front legs to the back legs. That way running up stairs and such would not require brushes and the screen would not go crazy.

    On the point of switching from a ceiling position to a floor position, I guess the game know about how fast you would land, and as a cat don't wait to turn until it is an inch above the floor, but begin immediatally, so I guess a real skulk would.

    Rotating really helps moving on the walls, and would make skulks use the walls more in combat instead of just movement and ambush. I remember so many times trying to move up through a big hole in the roof, and basically the only way to get around the edge an through it was to go to a corner and try to aim towards that wall. Rotatin view really helps here, and I'm sure you can figure out a great way to not make it move to much.
  • NovusAnimusNovusAnimus Join Date: 2008-06-20 Member: 64476Members
    Did the wallwalking in Tremulous, AvP1, AvP2, NS, and probably a few other games I can't remember. In the end view rotation and surface sticking is harder to handle, but has the larger potential. Wallwalking NS style is much easier to deal with, but then how much you can do with it is limited.

    Example. In AvP2, as an Alien, I would often run down hallways at a zigzag, so that I was constantly running up a wall, across the ceiling, down a wall, across the floor, then back up a wall. It was easy to do with surface sticking and view rotation, but it was hard to stay oriented. You get used to it. Or there was the pipe trick, running along the length of a pipe at an angle so you were constantly shifting sides on the pipe. That'd make anyone who isn't used to it sick, but once you are the possibilities for situational awareness and control are limitless.

    I'd prefer sticky wallwalking with view rotation, cause I find it adds a new degree of control you can learn and eventually perfect.

    In the end, I suppose it's best to just give the player the option to choose.
  • borsukborsuk Join Date: 2009-06-06 Member: 67717Members
    Maybe rotating view can be done right. Dretches in Tremulous (skulk equivalent) have crazy '1337' FOV and faster-than-comfortable movement speed. Skulks seems slower and have normal FOV, so it wouldn't be THAT disorienting.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited June 2009
    I hope this is one of the benefits of them making their own engine. They had viewmodel rotation working in ns1 but it would have required reworking of all the maps so they never put it in.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I don't see much Problems, most of it is just Texture as far as I can tell from these Shots.
    And I managed to get my Top-of-the-Score-Position as a Combatdrone in AvP, even while I became Motionsick now and then.

    Just felt more... natural that way and made it easier to focus on the Situation at Hand, helping meto get my grey Pudding in the End.
  • SeikedenSeikeden Join Date: 2002-11-02 Member: 5443Members
    I definitely want viewrotation in possibly non optional, depending on whether that is a balance issue or not. I'm insulted by mf's attitude, and he can go pew pew somewhere else tbh.

    or do we all just want to play ns1 with shiny graphics?
  • DejikoSamaDejikoSama Join Date: 2005-06-30 Member: 54996Members
    I really liked the rotating view in AVP, and I always wanted it to be added to NS at some point. Even though dropping down from the roof was disorienting, after getting used to it it's not so bad.

    I say make it an optional setting.
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    <!--quoteo(post=1712143:date=Jun 13 2009, 05:40 AM:name=NovusAnimus)--><div class='quotetop'>QUOTE (NovusAnimus @ Jun 13 2009, 05:40 AM) <a href="index.php?act=findpost&pid=1712143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->.... That'd make anyone who isn't used to it sick, but once you are the possibilities for situational awareness and control are limitless.

    I'd prefer sticky wallwalking with view rotation, cause I find it adds a new degree of control you can learn and eventually perfect.

    In the end, I suppose it's best to just give the player the option to choose.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 for this opinion. That's my general idea and would like to at least have the Alpha/Beta have this as a switchable option so people can actually compare the two. Maybe later for game balance reason the release may need to stick with one option but at least we'll get to give out the input on it.

    I'm sure UWE can figure out a smooth way to do view rotation on weird surfaces with the need for mapmaker tricks.
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