Skulk view rotation, from the archives - Natural Selection 2
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Skulk view rotation, from the archives - Natural Selection 2
As I mentioned on the last podcast, Charlie and I came across an old video while checking the Natural Selection backups for a file. The video is a demo I sent to Charlie back in April 2003 of the first person Skulk view rotation I was working on.
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Currently, I can see how the view will shake horribly while transiting between surfaces and complex geometry. And will be disorienting if it were on all the time.
I figure it would be best if there was a simple keybind: orient view to surface to 3 possible surfaces, left, up, and right. The current skulk model orientation can make the best guess of what 3 to use. The orientation won't change unless the player jumps off the wall or ceiling, in that case it will reorient towards the ground. Or until the player presses the button again.
The idea I suppose is to allow the player to activate the camera orientation when it suits them the most. Such as walking on the ceiling, or going around the corner while on a wall (both tasks somewhat difficult with the current wall climbing mechanic).
It looked pretty awesome, was in ns1
Yeah... my bad.
Either that or include some indicator of where down is.
I played Descent in 640x480 resolution. Come at me, bro!
A more recent example:
People got vertigo, and motion sickness from playing Mirror's Edge.
It should at least be toggleable option, as I don't see it giving anyone an "unfair advantage" if they're using this and someone else isn't.
Unfair advantage? lol. With my eyesight, all the screen flipping would be a major handicap.
I guess someone never played AVP2 or any of the Descent games....
!!!!!!!!!
This sort of statement makes me cringe slightly. I can understand why you might feel this way but the reality is that people make poor choices for themselves all the time. These range from tragic, life-affecting choices right down to configuring software incorrectly and inadvertently inconveniencing themselves as a result.
It doesn't matter how well-educated or intelligent you are. Sometimes people make poor choices because they just don't have a lot of experience and information regarding a particular choice. It is arrogant to presume that you are always equipped to make the best choice for yourself. Don't feel insulted. It's wiser to accept that you have more to learn.
What I was getting at (and I believe Squishpoke was saying the same thing) is that "disorientation" is highly subjective and there have been successful games that had core mechanics that most people would consider much more disorienting than proper view rotation while wall walking.
If you can't figure out what surface you're clinging to, you have ZERO observational skills.
In how many of those rooms would it be difficult to tell the difference between floor, wall, and ceiling? Ceilings have lights/cables that hang down from them. Floors are almost always a flat surface. Not to mention as soon as you throw players and buildings into the mix, it becomes even more obvious.
So what you're saying is that after years of playing AvP2, a game that has aliens that wall walk with proper camera rotation, that I'm ill equipped to make a decision on whether or not I would like this feature?
I accept that this is never going in to NS2, and that's fine. The way it works now doesn't really have any problems other than feeling completely bizarre and making no real sense. But to say that having the option to use something or not to use it means the devs couldn't make up their mind is just simply not a factual statement (and even if it is, it doesn't mean that's a bad thing). A perfect example of this is the camera animation option THAT'S ALREADY IN THE FUCKING GAME. If camera rotation were to be implemented, there is already an option to disable it.