Skulkview while attached to wall

ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
edited February 2011 in Ideas and Suggestions
<div class="IPBDescription">alternative to slightly tilting view model for Skulk while on wall</div>I found this in the Pivotal Tracker.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Try slightly tilting view model for Skulk while attached to a wall<!--QuoteEnd--></div><!--QuoteEEnd-->

If this doesn't work, I have an other Idea.
Don't tilt the view itself. Rather rotate the teeth of the skulk so that the tounge is always align to the wall or ceiling you are currently walking on.


Here are some examples:
<img src="http://img195.imageshack.us/img195/1259/skulkrotate1.jpg" border="0" class="linked-image" />
<img src="http://img825.imageshack.us/img825/1008/skulkrotate2.jpg" border="0" class="linked-image" />

Left side shows what I mean, right side is to show skulks current position.

I know constandly rotating teeth might be confusing but on the other hand you don't get fully confused because your whole view doesn't turn around and you have a nice indicator (the tounge) on which surface you are currently walking.

Comments

  • LachdananLachdanan Join Date: 2003-06-04 Member: 16995Members, Constellation, Reinforced - Onos
    I think i like this more than a full-tilt.

    but i would prefer a 20-degree-teeth-tilt above the 90-degree one.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I've always thought it would look weird because of rectangular screens, though.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited February 2011
    Damn right. On anything but a 4:3 ratio, this would looks like Skulksh*t.
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    This should be an option set by the user. I'm not one to get motion sickness and would like it to be exactly like AvP with full motion flipping from walls to ceilings. I find it easier to control all axis' when the screen is aligned with the alien's body.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    wouldn't be a small orange bar or arrow pointing to the wall you're walking on easier? it should be really subtle, almost unnoticable.

    it would certainly help get to know how your long body aligns itself. it was a pretty important factor in NS1 either or not you stick out of that corner or not.

    but I think gameplay elements and features are more important.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think view should switch, but there should be an indicator to where the floor is. It would be interesting to see how this works though, but I can't see it being satisfying to the eye.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    The problem with the skulk view the way it is is the controls are inconsistent.
    When you're on the ground, regardless of the direction you're facing, A and D strafe across the plane you're attached to.
    When you're on a wall, if you're facing up or down, A and D strafe across the plane you're attached to.
    When you're on a wall, if you're facing left or right, A and D will move either away from the wall or into the wall.

    You're losing a large degree of control when walking ACROSS a wall. Clearly these are inconsistent controls. However when you experience this in game it does not feel counter-intuitive or unexpected because the player view (and the UI) never rolls with the world model. But in it's current implementation, this isn't wall-walking, this is wall-sticking.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I just found this video of experimental Skulk camera rotation from NS1:
    <a href="http://www.youtube.com/watch?v=-nqKcuFUe_c&NR=1" target="_blank">http://www.youtube.com/watch?v=-nqKcuFUe_c&NR=1</a>
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    ...which, again, pretty much equals Xenomorph gameplay in <i>Älïëns vs Prëdätör</i>.
  • sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
    <!--quoteo(post=1835088:date=Feb 26 2011, 03:09 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Feb 26 2011, 03:09 PM) <a href="index.php?act=findpost&pid=1835088"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just found this video of experimental Skulk camera rotation from NS1:
    <a href="http://www.youtube.com/watch?v=-nqKcuFUe_c&NR=1" target="_blank">http://www.youtube.com/watch?v=-nqKcuFUe_c&NR=1</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    OOh, I really like that.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    There was this half-life 2 mod called Ballmen, which had view rotation - well, actually it was true gravity switching. It was incredibly fun. Currently the mod's dead though unfortunately. I never found it hard to stay oriented, but one of my friends who I tried to get to play the game did find it too difficult. Although I'm not sure whether or not that may have just been the fast-paced arcadey gameplay. Either way, horses for courses.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    THAT is nauseating because the transition between each roll angle is immediate, extreme. If the roll was smooth (blended) and/or remained slightly tilted so that we'd still feel the pull of gravity in the camera view, it would be less so.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2011
    <a href="http://www.youtube.com/watch?v=J6JtH2Gg7EA" target="_blank">http://www.youtube.com/watch?v=J6JtH2Gg7EA</a>
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/J6JtH2Gg7EA"></param><embed src="http://www.youtube.com/v/J6JtH2Gg7EA" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    Here's a clip of Ballmen. Obviously the graphics are very simple, but that's by design. Anyway, in this, the view rotation is actually very, very smooth.

    The thing with this though, is that because the gravity switches - and the levels are designed in full 3D for this possibility - you never need to know which direction is "up" as you do in NS - because any of the six directions could be up. They effectively circumvent that issue by virtue of the game's design.

    In NS this could be solved by obvious level visual design - i.e. the floor looks completely different to the walls which all look completely different to the ceiling. And/or a graphical indicator for gravity as suggested by Runteh, which would be pretty cool - it would be I imagine something like a crosshair in the middle of the screen, and could be paired with the onDamage indicator. Just to fluff it up a bit, it would be a visual representation of the sense of balance resulting from an animal's inner ear.
    Motion over small obstacles should be made somehow as smooth as possible, the view and movement effectively ignoring the obstacles, simulating movement in the real world. Basically, <b>keep the head steady.</b> Only very large tilts (i.e. 90 degrees) should result in view tilting. I imagine it would be tackled the same way that they tackle stairs.
    Possibly one way would be to have the view tilt lag behind the body tilt slightly, with a minimum threshold to tilt at all, and check before committing to a view tilt, possibly take some sort of average, and keep any tilting very smooth... So if you were moving over rough terrain, even though your body would be tilting a lot, your view would be rather steady.

    Edit: Wall-to-wall jumping may be difficult.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    true view switching has been shot down many, many times before. it just isn't going to happen, because no matter how well you implement it, it confuses and hinders you to fight well.

    ever played Tremolous? its alike NS in allot of ways, and has view tilting.
    its horrible. I always get headaches playing as an alien.

    keep it the way it is. and to be frank, it isn't really a problem, hell, even an indicator is obsolete really.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited February 2011
    <!--quoteo(post=1835247:date=Feb 27 2011, 12:34 PM:name=darktimes)--><div class='quotetop'>QUOTE (darktimes @ Feb 27 2011, 12:34 PM) <a href="index.php?act=findpost&pid=1835247"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[...] no matter how well you implement it, it confuses and hinders you to fight well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is certainly true in all cases, including the current implementation, so definitely not a valid reason to dismiss it.

    You're "hindered to fight well" in the current implementation, just not in the same way you are by tilting the view. The way it is now, you have the worst mobility while on a wall, slightly better when on the ceiling, and best when on the ground (read above post for more info). This is nearly opposite of what the games mechanics should be encouraging for skulks. Maneuverability should only be dependent on the terrain, not the inconsistency of the controls and views.

    At least through tilting the view, the control scheme remains consistent in all situations and the only hindrance is keeping track of where gravity is going to send you if you don't latch on to something (an issue that could be fixed with some sort of gravity compass on the UI, as mentioned above).

    Tremulous and AvP are examples of how not to implement this feature: Can we all agree on this and move on? Beating a dead horse does provide a valid point to your stance.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2011
    Sadly, all of the skulk's problems would be solved if it was in 3rd person... and you wouldn't even need view rotation because you'd be able to see the skulk model.
    Not suggesting we should have 3rd person view - I love the bitecam, just saying it'd solve the problem.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    maybe it would help that problem, but it'd cause a way more serious problem, contact detection.

    1. you can't properly see if you can attach your attack to the enemy
    2. you view can be obstructed by other players if its real 3rd person (shoulder cam might not be that severe)

    I wouldn't like it at all.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited February 2011
    <!--quoteo(post=1835313:date=Feb 27 2011, 10:14 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 27 2011, 10:14 PM) <a href="index.php?act=findpost&pid=1835313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sadly, all of the skulk's problems would be solved if it was in 3rd person... and you wouldn't even need view rotation because you'd be able to see the skulk model.
    Not suggesting we should have 3rd person view - I love the bitecam, just saying it'd solve the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->

    As usual, I tend to agree. A very close 3rd person view seems like it might have the best success. A shoulder-cam, like RobB is saying (although I dunno what he means by the rest of his post).
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    Remember the liquid looking gauges on the alien HUD in NS1? I thought they looked pretty good. Maybe they can use a liquid to indicate tilt, like a cheap artificial horizon.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    <!--quoteo(post=1834933:date=Feb 26 2011, 12:53 AM:name=Lachdanan)--><div class='quotetop'>QUOTE (Lachdanan @ Feb 26 2011, 12:53 AM) <a href="index.php?act=findpost&pid=1834933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think i like this more than a full-tilt.

    but i would prefer a 20-degree-teeth-tilt above the 90-degree one.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah this is a good idea, if you were on a wall your head would probably be tilted, why not slightly tilt it off center when dealing with being on a wall.
    So change the model that instead of them looking exactly like they are on the floor, slightly tilt their head off center, kinda like the tilt that puppies do, which make them look so cute. And then it not only looks realistic but not confusing too. As for walking on ceiling, I reckon remove that, have you seen their feet, it doesn't look realistic for them to keep them selves up upside down, though if implementing it stays turn the whole view should be upside down too, which does discourage using it but doesn't restrict people.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1835320:date=Feb 28 2011, 12:02 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Feb 28 2011, 12:02 PM) <a href="index.php?act=findpost&pid=1835320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe it would help that problem, but it'd cause a way more serious problem, contact detection.

    1. you can't properly see if you can attach your attack to the enemy
    2. you view can be obstructed by other players if its real 3rd person (shoulder cam might not be that severe)

    I wouldn't like it at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
    1. On the contrary, you'll be able to more easily judge distance to target.
    2. I don't understand the distinction. I mean I'm definitely not talking some kind of automatic camera like zelda or something, so I'm not even considering that.

    +1 for twiliteblue's liquid horizon.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1835367:date=Feb 28 2011, 03:32 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 28 2011, 03:32 PM) <a href="index.php?act=findpost&pid=1835367"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. On the contrary, you'll be able to more easily judge distance to target.
    2. I don't understand the distinction. I mean I'm definitely not talking some kind of automatic camera like zelda or something, so I'm not even considering that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    1. dunno. i sometimes have trouble judging distances on 2d planes trying to display artificial 3d (monitor).
    2. i meant that if a marine gets between you and the view of your camera you can even less judge if attacks latch on.
    2.b also, what about ventilation shafts? i sure as hell don't want the camera stucking in there and even less clipping through their roof (spying around corners would be too easy).
    2.c setting the camera on the shoulder / piggyback would work i think


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->+1 for twiliteblue's liquid horizon.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1


    How about changing the bitecam?
    imagine how a crocodile or aligator would see the top of it's own maw if it's eyes where aligned like human's and add the safety reflex of a shark (basically closing eyes when biting to prevent damage to the visual sensory organs).
    would actually make more sense than looking a marine in the eye before it goes down to the digestion systems anyway.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Exactly, I think the view should tilt with a gravitational indicator. Some sort of 3D 'fluid level' would be cool, or something on the view model - such as dripping saliva.

    Having the view model spin round my screen is just going to look like i'm in some sort of teeth based washing machine.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1835390:date=Feb 28 2011, 11:53 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Feb 28 2011, 11:53 AM) <a href="index.php?act=findpost&pid=1835390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having the view model spin round my screen is just going to look like i'm in some sort of teeth based washing machine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's like we stepped into some sort of... teeth-based washing machine...
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I think we need the bitecam. Not just for nostalgia's sake, but it kind of defines NS.

    I'm liking view rotation with gravity indicators.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited March 2011
    <!--quoteo(post=1835481:date=Mar 1 2011, 01:47 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 1 2011, 01:47 AM) <a href="index.php?act=findpost&pid=1835481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think we need the bitecam. Not just for nostalgia's sake, but it kind of defines NS.

    I'm liking view rotation with gravity indicators.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yep. The bitecam is a fun representation of the Skulk's weapon, Bite. Without it, timing the bite attack would be difficult.

    There are some minor tweaks that could help playing as Skulk more enjoyable.

    <b>TAPETRVE</b> made a great suggestion for adding more visual feedback for Bite range. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112762" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112762</a>

    I this view would work quite well:
    <img src="http://www.unknownworlds.com/cache/thumbnails/NS2_skulk_vent_800x500.jpg" border="0" class="linked-image" />
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited March 2011
    I don't really see the big fuss over view rotating. It was easy enough to get used to in AvP (at least, AvP 2) and after a while feels completely natural, as it lets you maintain 100% consistent controls throughout it all.

    Everyone makes a big deal about skill this and that; what, mastering the view rotation isn't a skill? Dumb it down to stationary camera because some motion-sick old men want to play? Take some Dramamine and shut up.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    No temphage. it has nothing to do with sickly old men.
    Look at the world AVP/2 presents, and look at the world NS/2 presents.
    The difference: Walls have stuff sticking out in NS/2, which would let the view bob around in sharp angles that EVERYONE would get sick.

    Okay, we are in an early enough state to be able to incorporate AvP/2's invisible overlays for the aliens, but do we really want that?
    it forces mappers to cut back on pipes and stuff sticking out after all, or they have to cover everything with invisible walls that could let skulks float in mid air if done wrong...
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I mostly have a strong aversion because every time I've played a game with it I've gotten horribly disoriented. Granted, that's mostly because I haven't played the holy grail of view rotation AvP/2, but meh.

    And really learning a skill just to do basic wall walking is not fun when we rely so heavily on it. And in general I hate my view shifting around, which makes Fading annoyingly ouchy for me in NS2.

    Still, I'm just one fart. I've always said if it goes in, add a toggle switch for it.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited March 2011
    <!--quoteo(post=1835587:date=Mar 2 2011, 03:41 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Mar 2 2011, 03:41 AM) <a href="index.php?act=findpost&pid=1835587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And really learning a skill just to do basic wall walking is not fun when we rely so heavily on it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    At least in that case there would be a skill to learn that would allow you to walk normally. There currently is not. You cannot "learn" to maneuver as effectively on a wall as you do on the floor, because the controls (that are dependent on the camera view) do not allow for it.
Sign In or Register to comment.