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A petty issue

Started by January 14, 2006 03:04 AM
26 comments, last by someboddy 19 years, 1 month ago
For a more realistic look, I would offer both 1st & 3rd person perspectives, with the ability to zoom in between them. Zooming from 3rd to 1st would move the camera position between the eyes, with the head becoming invisible. You could add a tactical mode where the char holds his weapon at the ready, which would put the weapon in view of the player, but in a more realistic manner since you are actually using the proper camera angle along with the actual character animations that another player could observe in 3rd person.

This would also enable the player to look around & see the characters body, which adds to the realism without any extra programming.
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Original post by someboddy
Anyways, if you want to shoot with a gun, you don't hold it near your torso. You raise it to be in front of your eyes, so you can aim.



dont shoot a shotgun.
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Original post by ToppDog
...Zooming from 3rd to 1st would move the camera position between the eyes, with the head becoming invisible...

It would also be cool if the camera rotated as if it was actually the head - if the character is in an explosion and falls over the camera should end up on it's side. Although this might lead to motion sickness.
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Original post by tont
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Original post by someboddy
Anyways, if you want to shoot with a gun, you don't hold it near your torso. You raise it to be in front of your eyes, so you can aim.

dont shoot a shotgun.

I can see this guy trying a weapon at a range: Watch out, this gun really kicks. [grin]

I hope he has good dental and medical insurance before trying that. Or a death wish.
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Original post by Anonymous Poster
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Original post by umbrae
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Original post by ToppDog
...Zooming from 3rd to 1st would move the camera position between the eyes, with the head becoming invisible...

It would also be cool if the camera rotated as if it was actually the head - if the character is in an explosion and falls over the camera should end up on it's side. Although this might lead to motion sickness.



This has been done in several games when you die. But, yeah, it would be interesting to see this done during normal gameplay. This would also make rolling or flipping a lot more interesting. Come to think of it I thought I saw this as a result of a 1st person mod for a 3rd person game a few years back.


actually it has been done for movement with the Matrix Moves-Mod for UnrealTournament (i believe i'm the only one still playing the first of the series?) and The Specialists-Mod for HalfLife. though a great feature, lets you shoot backwards while in a flip and see what you're shooting at, it makes me confused about my walking/running-direction :sick:

@ topic: i think the answers are given. absolute realism with weapon-position would be blocking your view too much to be usefull. FPS (or FP-RPGs) are about pretty graphics and showing them.
the 'raise guns to realistic position' idea (don't how to say it) has been done several times, Americas Army (game designed by the US Army and intended to be realistic) has it, as the SWAT games since they went 3d, it think. and there are some other games (Call of Duty comes to my mind).
for melee-weapons it is different. depending on fighting-style and -stance you wouldn't see your own weapon until you strike. you dont have your maul raised up all the time (while runnning, swimming, ect..) it is displayed that way to let the player see, which weapon they are holding and, in case of Morrowind, if any weapon at all.

coming to "How to hold your gun - 101":
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I can see this guy trying a weapon at a range: Watch out, this gun really kicks.

I hope he has good dental and medical insurance before trying that. Or a death wish.

if you want to hit anything you need to raise its barrel and aim over it. that is true for handguns, (sniper)rifles and shotguns. he didn't mean to hold the gun to your face if you shoot.
sure, you'd want to make use of the rifles/shotguns stock pressed against your shoulder, but you'll know where you shoot. fire it from the waist and pray to hit anything exept with the spray.
done correctly, you wont hurt yourself much if at all, done wrong it could cost you a tooth or worse. so, do it right ;) (thats what my weapons-instructor said)
< enter some witty programmer's one-liner here >
I don't know whether it has been mentioned, but another obvious one is that it doesn't matter how far away the enemy is, so long as he is in your cross-hairs.

Dave
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I can't belive this thread reached 2 pages.......


Games like Unreal have zero realism. It doesn't make sense to sacrifice precious screen area so the player can hold his unrealistic gun in a realistic way.


In more realistic shooters - tactical shooters - usually the player hold his gun low, but he can bring it to his eyes for better aiming. THIS IS REALISM!!!


Now concentrate on more important issues please.
-----------------------------------------Everyboddy need someboddy!

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