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Third Person Control - Not code, just talk ^_^

Started by July 04, 2001 10:53 PM
5 comments, last by skyfire360 23 years, 7 months ago
How would you like a 3rd person viewpoint to be? Would you have gone the "Rainbow 6" crosshairs? The Resident Evil-esque hope-you-aim-in-the-right-direction-to-hit-something? The console version of lock on and stay locked on (Zelda, Z.O.E., Dark Cloud, etc), or some way completely different? I want to hear all your opinions! If you absolutely loved the control of a third person game, simply drop off the name of the game and leave a short message as to why. Hope to hear from ya -SkyFire P.S. I''m in the middle of creating a third-person game that *could* appear on the next generation of consoles and definately on computers of that time period, depending on if I can get the IK engine working on today''s hardware (and of course how to control the 3rd person ^_~)
I do real things with imaginary numbers
I personally like a 3rd person view like Ranbow six, but sometimes when camera angle didnt quite match up with line of fire angle the crosshairs would jump, especially if it wasnt on auto head-shot. I personally think a mix of rainbow six with a slow-down-near-target feature(head-lock-on is too easy) would be best. ??Maybe?? you could ofer a couple different types? I do a little 3d progging and it doesnt seem like it would be to offer lock-on like syphon filter and a point and shoot like r6.

Use the WriteCoolGame() function
Works every time
Use the WriteCoolGame() functionWorks every time
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I think I see what you mean... What about this... What if you locked onto the general region of your target (like in siphon filter) and then had to aim the crosshair onto different perts of the body? ::shrugs:: I''m just tossing out ideas here... Let''s hear some more!!


-SkyFire
I do real things with imaginary numbers
How about like the one in oni. The crosshair drifts in the general direction of targets but aiming is mostly up to you and it has a line showing what you are aiming at.

-David-
I like the way of Resident Evil
Gives you the cinematic feel (closer to Dino Crisis I think).
Well I don''t think they actually do a collision detection in theese games, they only check whare your character is facing and the first bad guy that direction is Dead !!
Help me with my Isometric OpenGL engine.
I find line aiming rather hard.

My favorite 3rd person game is Legacy of Kain, it was melee with auto faceing, the aeras with scripted camera angles were nice.

Sacrifice also had nice 3rd person support, it was a point-and-click driven interface though.

As for a 3rd person shooter, i would have to say tombraider was my favorite, just face the general direction of the enemy and pull the trigger, doing this helps the action element, but takes all the skill out of the players hands.

Mechwarrior 4 had fairly poor 3rd person support, it was there, but many times i find my shots hitting something before they reached the target that my crosshairs were pointed at. and the lasers looked rather distorted in the side view.

Whatever way you decide to do it, make sure to give the user some ammount of camera control.

Personally I perfer first person, I dont really care for a shooter, just the fact that first person is more immersive, and third person makes me feel like im controling something.

The first/third person deal really just depends on the game.

I am currently building a game that will support 3rd person view, you will be flying a space ship, but instead of useing the mouse to aim the weapons, you simpily right click to pick your target, and your weapons track to it as best they can, and you left click to fire. This is still in debate though.

home.earthlink.net/~eberkain/
www.EberKain.comThere it is, Television, Look Listen Kneel Pray.
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Like in Outcast

Aim with your mose and move with the arrow keys

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