When a skulk moves onto a wall the camera angle does not change, could it be done so that the camera changes as the model of the skulk changes its plane?
I dont necessarily want to change it, but would it be cool in the camera rotated when you ran on walls ? I dont know, how about we test it and go from thier. I think it prolly make us all feel really really sick, but you dont know untill you try.
Just because something has always been a way, dont mean it cant change. Things that dont change die. Prolly way NS2 is not a port of NS1
Also, I believe they already had that argument a few years back, leading to the decision of keeping the NS1 style with a non-rotating view, which I support with 100%.
<!--quoteo(post=1879522:date=Oct 12 2011, 03:25 PM:name=Smasher)--><div class='quotetop'>QUOTE (Smasher @ Oct 12 2011, 03:25 PM) <a href="index.php?act=findpost&pid=1879522"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wasn't AvP that way?
Also, I believe they already had that argument a few years back, leading to the decision of keeping the NS1 style with a non-rotating view, which I support with 100%.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, avp was like that and imho it just made it harder to navigate.. This implementation is much better from a gameplay perspective.
<!--quoteo(post=1879530:date=Oct 12 2011, 11:09 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Oct 12 2011, 11:09 AM) <a href="index.php?act=findpost&pid=1879530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, avp was like that and imho it just made it harder to navigate.. This implementation is much better from a gameplay perspective.<!--QuoteEnd--></div><!--QuoteEEnd--> Agreed
I played alien in AVP and it was the most difficult jarring thing in the game. It was just NOT playable in any competitive fashion save for intense training to get used to whats up is down whats down is up.
I'm SO glad that they kept it like NS1. Its much easier on the brain.
This video shows they already experimented with shifting camera angles as skulks walking along walls, but playtesters generally found it disorientating and nausea inducing.
I don't think it really has a place in the game anyway, and while it may have a slight atmospheric effect, i imagine it would get annoying rather quickly, im glad they just stuck with what they have now.
<!--quoteo(post=1879887:date=Oct 14 2011, 02:37 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Oct 14 2011, 02:37 PM) <a href="index.php?act=findpost&pid=1879887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never understood why they won't let this just be a client-side option and put this issue to bed once and for all.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1879747:date=Oct 13 2011, 07:23 PM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Oct 13 2011, 07:23 PM) <a href="index.php?act=findpost&pid=1879747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->playtesters generally found it disorientating and nausea inducing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I feel like they implemented it poorly and then everyone concluded that it was a bad idea. If I wanted to I could make vanilla camera views disorienting and nausea inducing through bad implementation.
I don't mean to beat a dead horse but I think I speak for more than myself when I say that I feel cheated because I can imagine this working very well, and the way they've done it in the video doesn't fit with what I imagined at all.
They just have to convolute the normal maps beneath the playermodel with a gaussian curve such that the code sees a 'blurry' normal map. That eliminates the crazy view changes on uneven terrain. Then you only get view changes on large objects like walls and ceilings rather than feeling every wire like in a car with no suspension.
Comments
I have no idea what it does maybe it is what you are looking for?
Just because something has always been a way, dont mean it cant change. Things that dont change die. Prolly way NS2 is not a port of NS1
Also, I believe they already had that argument a few years back, leading to the decision of keeping the NS1 style with a non-rotating view, which I support with 100%.
Also, I believe they already had that argument a few years back, leading to the decision of keeping the NS1 style with a non-rotating view, which I support with 100%.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, avp was like that and imho it just made it harder to navigate.. This implementation is much better from a gameplay perspective.
Agreed
I'm SO glad that they kept it like NS1. Its much easier on the brain.
This video shows they already experimented with shifting camera angles as skulks walking along walls, but playtesters generally found it disorientating and nausea inducing.
I don't think it really has a place in the game anyway, and while it may have a slight atmospheric effect, i imagine it would get annoying rather quickly, im glad they just stuck with what they have now.
Sounds like a good middle ground
I feel like they implemented it poorly and then everyone concluded that it was a bad idea.
If I wanted to I could make vanilla camera views disorienting and nausea inducing through bad implementation.
I don't mean to beat a dead horse but I think I speak for more than myself when I say that I feel cheated because I can imagine this working very well, and the way they've done it in the video doesn't fit with what I imagined at all.
They just have to convolute the normal maps beneath the playermodel with a gaussian curve such that the code sees a 'blurry' normal map. That eliminates the crazy view changes on uneven terrain. Then you only get view changes on large objects like walls and ceilings rather than feeling every wire like in a car with no suspension.