Characters that fall over?
has it ever been done in a modern 3D game?
lemme elaborate...
in a typical first/third person shooter, while alive the player is always on their feet, and until dead the fancy ragdoll physics rarely play much of a part. Sure, while jumping/diving the character may be off their feet, but are they ever knocked over
For example, if you stand next to an explosion in said games (grenade for example), if it doesn''t kill you then you''ll be standing in exactly the same spot as you were before it went off... surely it''d be a bit more entertaining if you got blasted across the room/landscape through a crate of boxes/whatever?
Maybe it''d induce motion sickness if a first-person camera seemd to go flying everywhere each time a big bang occured but the dynamics of it - get shot by a powerful weapon and you fall over, have to get up again, and THEN retaliate..?
I dont get a chance to play as many games as I''d like, but has this ''feature'' ever been tried?
regards,
Jack
DirectX 4 VB: All you need for multimedia programming in Visual Basic
Formula 1 Championship Manager, My Game Project.
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>
March 15, 2004 09:32 AM
I remember playing StreetFighter.
You could knock down any character, and then pummel their happy ass to death since most of the time they couldn''t get up before you could attack them again.
You could knock down any character, and then pummel their happy ass to death since most of the time they couldn''t get up before you could attack them again.
You get knocked over in Grand Theft Auto 3 all the time. It''s a 3rd-person view however.
The closest I can think of in a 1st-person game is in Operation: Flashpoint. If your legs take serious damage (gunshots, explosion, fall, car-wreck) then you''ll collapse onto your stomach, and can''t get back up.
I don''t know of any 1st-person game where you get knocked down on your back.
The closest I can think of in a 1st-person game is in Operation: Flashpoint. If your legs take serious damage (gunshots, explosion, fall, car-wreck) then you''ll collapse onto your stomach, and can''t get back up.
I don''t know of any 1st-person game where you get knocked down on your back.
Check out this guys gameplay video. I know the guys he fights fall down (and I think the player does too, but not sure):
The game.
His thread.
Tadd
- WarbleWare
The game.
His thread.
Tadd
- WarbleWare
Tadd- WarbleWare
Even as far back as DOOM, explosions threw you around - one of the secret levels could only be reached by "rocket jumping". There''s a good argument against actually knocking the character over in a first-person game - the only feedback the player gets about his character''s position and orientation is the viewpoint - which pretty much gives you the character''s head - and a hand or two with a weapon in - which gives you a rough idea of the arms. It''s very rare that you even see the chracter''s feet, even when looking down (Duke Nukem 3D had feet), so apart from the assumption that you''re being supported by them, you have no idea where the character''s legs are. Once the character stops being supported by his legs, there''s no real indication of where they are. In real life, you have a kinaesthetic sense - a body-awareness - which tells you where your body parts are, and what they''re doing. In a 3rd person game, you can see the character''s body. In a 1st person perspective, it''s almost impossible to judge what your character''s body is actually doing except by assuming that you''re walking, running, jumping, crouching, crawling, etc. Anything that goes beyond that would lose any sense of what the character''s body is doing. If you want to let the environment affect the character''s posture, then you need to have some way for the player to judge automatically what his posture is. Also, if you''re making posture a part of the game, then you really should come up with some way for the player to have more control over it - otherwise increasing the realism on the one aspect while leaving it unchanged on the other will make the latter grate (more) on the player - if the only way to get the character to hop in order to get through a minefield without stepping on the mines (probably not an obstacle the player is supposed to be able to get past) is by getting someone to shoot his foot, then a) players will start shooting themselves in the foot to bypass obstacles and b) they will complain that they can''t do it directly.
Hmm if i''m not wrong Call of Duty shows this. Characters fall and stumble when shot. Mortar rounds can knock the player off his feet.
This has come up more than once, and it generally gets vetoed using arguments very similar to rmsgrey''s concise post above. If you can make a game that uses it well, then it might be the next "reload". I don''t even remember what the first game was that required you to reload your gun, but now it seems everybody does it. So bear in mind the player''s dependence on the view as an orienting game element, but don''t be afraid to innovate.
I can think of a fewoptions for this. First, use a system of standing/kneeling/prone, which is not rare, and when a player falls a long way or is hit by an explosion or powerful melee attack or something have them go from standing to prone as they slide or fly across the room. The player just punches the "get up" key (maybe jump, in this case), and the character scrambles to his feet.
The problem here is that players don''t always know they''re "down", and might creep for ten yards before saying, "Why the Hell am I so slow?!?" A solution to this problem might be to have them "roll" a little. Along with the "never have player fall down" rule is the "never mess with the z axis of the camera" rule. If the player fell and tumbled, maybe down a hill or some stairs (taking damage?), then they''d have no doubt that they had just had all holy hell kicked out of them, and might be punching the "get up" button even before they came to a rest.
It would be neat to be fighting a big boss character and have him pick you up and throw you through a window. You roll a few yards and stagger to your feet, to see him climbing out the window and lumbering after you. I guess we''ll never know until we see one.
I can think of a fewoptions for this. First, use a system of standing/kneeling/prone, which is not rare, and when a player falls a long way or is hit by an explosion or powerful melee attack or something have them go from standing to prone as they slide or fly across the room. The player just punches the "get up" key (maybe jump, in this case), and the character scrambles to his feet.
The problem here is that players don''t always know they''re "down", and might creep for ten yards before saying, "Why the Hell am I so slow?!?" A solution to this problem might be to have them "roll" a little. Along with the "never have player fall down" rule is the "never mess with the z axis of the camera" rule. If the player fell and tumbled, maybe down a hill or some stairs (taking damage?), then they''d have no doubt that they had just had all holy hell kicked out of them, and might be punching the "get up" button even before they came to a rest.
It would be neat to be fighting a big boss character and have him pick you up and throw you through a window. You roll a few yards and stagger to your feet, to see him climbing out the window and lumbering after you. I guess we''ll never know until we see one.
Rocket Jumping and the various forms of jumping don''t really cut it for what I meant...
In some sort of way that ''counterstrike'' enforced dead by actually making you dead - you couldn''t play... why not have explosions/recoil/shotgun-like kicks actually screw the player over briefly.
If done badly it''d be just irritating and crap, but if done well then surely you''d get a much better strategy evolving (taking out an AI could revolve around knocking him to the floor such that he cant fight back properly..) and that the consequences of getting too near an explosion/etc.. is that you''ll end up upside-down under a heap of crap on the other side of the room.
In a first person mode it''d be interesting how many people you could make vomit by hurling the ''player camera'' round in circles according to the effect
Jack
In some sort of way that ''counterstrike'' enforced dead by actually making you dead - you couldn''t play... why not have explosions/recoil/shotgun-like kicks actually screw the player over briefly.
If done badly it''d be just irritating and crap, but if done well then surely you''d get a much better strategy evolving (taking out an AI could revolve around knocking him to the floor such that he cant fight back properly..) and that the consequences of getting too near an explosion/etc.. is that you''ll end up upside-down under a heap of crap on the other side of the room.
In a first person mode it''d be interesting how many people you could make vomit by hurling the ''player camera'' round in circles according to the effect
Jack
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>
quote: Hmm if i''m not wrong Call of Duty shows this. Characters fall and stumble when shot. Mortar rounds can knock the player off his feet.
It did indeed, and it was done very well. The combination of getting knocked to the ground and losing most of your hearing for a few seconds along with some nifty visual effects was very immersive. I''ve always wanted someone to implement a good "knocked over" system for explosions and such. Call of Duty does it as Iron Chef Carnage suggested, by dropping the player to prone. It was never really confusing for me because it''s so obvious that you''re prone by your viewpoint.
Actually I''m planning on putting this into my game that I''m SUPPOSED to be working on but kinda...don''t.
The idea I had was similar, in that instead of people getting thrown around, there would be a ''balance-ometer'' at the bottom of the screen. For the idea, almost everything would decrease your balance in some way, including running, shooting, getting shot, or jumping (FPS, btw). And then, if the balance thing tipped too far in either direction your character would fall down, and you''d have to stay that way until you completely got your balance.
Note: this is what I''m working on on-and-off, but, you know...I''d really like to see someone do it WELL.
"TV IS bad Meatwad...but we f***in need it"
If you''re a girl under the age of 12, and you''re high on marijuana...don''t ride your bike. -TRUTH
The idea I had was similar, in that instead of people getting thrown around, there would be a ''balance-ometer'' at the bottom of the screen. For the idea, almost everything would decrease your balance in some way, including running, shooting, getting shot, or jumping (FPS, btw). And then, if the balance thing tipped too far in either direction your character would fall down, and you''d have to stay that way until you completely got your balance.
Note: this is what I''m working on on-and-off, but, you know...I''d really like to see someone do it WELL.
"TV IS bad Meatwad...but we f***in need it"
If you''re a girl under the age of 12, and you''re high on marijuana...don''t ride your bike. -TRUTH
Things change.
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