Skulk Wall hugging/vision
sumguy720
Join Date: 2011-02-09 Member: 81101Members
<div class="IPBDescription">Running around is kinda tricky</div>Dearest Unknown Worlds entertainment,
Whenever I'm a skulk and I want to do cool skulk wall-running moves, I always fall off when I try to get to the ceiling or if I hit a tiny blip of a ridge in the wall. It would be nice if there was a key I could hold town (or toggle) to lock me to the floor/wall/ceiling until I release the key or press jump.
And it would also be cool if there were an option to have the camera rotate with the skulk on walls and ceilings so it doesn't seem like I'm sliding up walls on my side and gliding on ceilings on my back. I understand some people would hate this because of motion sickness (I read a few rants about it in NS1 forums), which is why it would be a cool off-by-default game option. I bet some other people would also love this, though, it'd be like the AVP games-- which are doing quite well nowadays.
Sincerely,
One of the people who bought your game.
Because NS rules.
:D
Whenever I'm a skulk and I want to do cool skulk wall-running moves, I always fall off when I try to get to the ceiling or if I hit a tiny blip of a ridge in the wall. It would be nice if there was a key I could hold town (or toggle) to lock me to the floor/wall/ceiling until I release the key or press jump.
And it would also be cool if there were an option to have the camera rotate with the skulk on walls and ceilings so it doesn't seem like I'm sliding up walls on my side and gliding on ceilings on my back. I understand some people would hate this because of motion sickness (I read a few rants about it in NS1 forums), which is why it would be a cool off-by-default game option. I bet some other people would also love this, though, it'd be like the AVP games-- which are doing quite well nowadays.
Sincerely,
One of the people who bought your game.
Because NS rules.
:D
Comments
I agree that the wallclinging is needed, but preferably not as a button, but instead be like it by default, like in ns1 (dont remember if a huge angle out from the wall resulted in dropping tho). iirc uwe already mentioned that skulks inability to stay on a wall is unintentionall, but I might remember wrong.
The second idea is not very likely to happen tho, I once modded the skulk to do this (only affected the view angles, so forward could be another direction than where you looked ;D) just so I could feel how it was, and I found it quite disorientating (altough I had no problems like motion sickness). Everytime I came to a wall my vision jumped 90 degrees, and while running over the walls it jumped everywhere because of slight geometry. Might be something you can get used to, but I dont really think it would be worth all the work needed.
I doubt this is any high priority, or even that uwe has any plans whatsoever at implementing it, but I guess only the future can tell.
I guess there isn't much more to be said on either issue, thanks.
And view rotation, while not strongly supported, does have an audience. Most would be willing to put it in if there was an option to toggle it off so that newer players don't get vertigo (and mappers intelligently design maps so you know which way is down!!! Stupid Tremulous and your all gray textures)
And view rotation, while not strongly supported, does have an audience. Most would be willing to put it in if there was an option to toggle it off so that newer players don't get vertigo (and mappers intelligently design maps so you know which way is down!!! Stupid Tremulous and your all gray textures)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd support this. Would have to make sure that non-view rotation is the default.
The important part is isolating the view rotation into floor, wall and ceiling and the transitions between these 3 planes that can be built up around existing geometry. Otherwise you'll have some sort of 'crazy' view flipping over complex surfaces.
...and is AvP really doing well? last time i tried to play that game was about 2 months ago and it couldnt find a server to join... i figured the online community was dead already.