Are any Aliens gonna have Chameleon like eyesockets?
Jimyd
Join Date: 2003-02-08 Member: 13289Members
<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?
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
Oh. Wait.
Maybe add it as an advanced control option. I never liked how my skulk would stick to the ceiling on it's back.
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" />
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.
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.
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.
or without view rotation: use hud rotation. (the bitecam that is)
It's fun when you beat all the odds, especially against people that everything to put the game on their side.
<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.
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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.
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.
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.
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.
or do we all just want to play ns1 with shiny graphics?
I say make it an optional setting.
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.