I'll have to assume you are MSW. No way of knowing, but since the post and opinion is consistent, I guess it doesn't matter [wink]
Quote:Original post by Anonymous Poster Sorry, but you posted here wanting opinions, I gave you mine. |
First you seemed to be arguing that I should completely discard different movement speeds, but now you're saying that I shouldn't give characters the ability to move at any speed between the three main speeds. So which is your opinion?
Now perhaps you can try to clearly explain why having thousands of degrees of movement speeds is such a bad feature? The reasons I've heard so far were "cool is not enough of a reason", and "users have to bend to your design". First of all, this is a video game, cool is always enough. If you disagree, you're obviously not cut out for this type of work. The second reason doesn't even make sense. The user doesn't have to even twitch to get the smooth transitions to work. They're just there to be pretty if you're using a keyboard, and there to give you complete control when you're using an analog stick. Mario 64, Doom, Prince of Persia, GTA, Half Life, Unreal Tournament, and countless other games all impliment the feature (to some degree) which you consider worthless and claim that will cause player fallout.
Quote:If you just wanted graphics opinions, then don't volunteer other gameplay aspects that you don't consider open for disscussion. |
I think it all started with me giving a reason that placing a cursor over an object wouldn't work. But that's beside the point. I don't mind opinions or suggestions on any aspect of my game. I just can't make sense of yours, and it doesn't look like I'll be doing so any time soon.
Quote:And for the record I never once questiond how smooth the transistions were between the different movement rates. |
Maybe it's just my pure dumbess, but I had no idea you did either. Did I say something that sounded like I was thinking this? And actually, it doesn't really have smoothness. Or rather the smoothness is infinite to a degree. It's like increasing a number from 1 to 2 to 3. There are any number of additions you can make between those digits. You can get from 1 to 2 in one step (+1), or billions (+0.00inf1). The smoothness is only limited by the analog stick and floating point math. So I wasn't trying to defend the smoothness of the transitions, just defending the point of having the transitions at all.
Quote:My whole point was that, from the info you provided, the variable movement rate feature, in my opinion, seemed largely useless. |
You would probably hate the fact that my characters can walk backwards and sideways, and have the same infinite blend between any directions. Walking in this manner doesn't really serve any use other than to make the character seem incredibly real as he turns and moves. It's also really handy when holding a shield while defending. The character can retreat while facing his enemy.