Hello all! In UrTHD I have a suggestion that I think may be kind of cool. Please tell me what you think...
Running/sliding animations where gun goes to side. I know that this is not COD, but I think that it would be very helpful in making the gameplay more full of action. Maybe something like this:
If ANY of you have ever played COD you'll know what I'm talking about.
And how about making an actual laser beam instead of just a dot? Maybe?
FS devs thanks for making such an awesome game and please consider my ideas and let me know what you think!
P.S.: Sorry, just follow the image URL.
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HUD Questions
#2
Posted 05 August 2015 - 01:01 AM
As in alt-aiming?
I know the implementation is called a few different things so to be sure we are talking about the same thing.
Player is power sliding. Current implementation the player can only fire in the direction that they are moving.
With alt-aiming the player would still slide in one direction but would be able to fire up to say 90 degrees from their current forward movement.
This kind of thing?
If so sure and for the most part, with clamping added, is a check box.
The question though is this the kind of thing players would like as a feature addition which would be on par as to trying to sell the idea of power sliding?
discuses. :D
I know the implementation is called a few different things so to be sure we are talking about the same thing.
Player is power sliding. Current implementation the player can only fire in the direction that they are moving.
With alt-aiming the player would still slide in one direction but would be able to fire up to say 90 degrees from their current forward movement.
This kind of thing?
If so sure and for the most part, with clamping added, is a check box.
The question though is this the kind of thing players would like as a feature addition which would be on par as to trying to sell the idea of power sliding?
discuses. :D
doing "stuff" with dead things.
#3
Posted 05 August 2015 - 03:39 AM
I think he's just talking about the custom first person weapon animations.
The thing is though, the reason the gun moves to the sides during sprinting or sliding in other games is that you can't shoot during that action. We don't want that, so the gun stays up. :) Or it would have to instantly come back up when you start shooting, but that probably wouldn't look very smooth.
Of course any action which does not allow shooting (ladder/ledge climbing, bandaging, etc) can have custom animations.
The thing is though, the reason the gun moves to the sides during sprinting or sliding in other games is that you can't shoot during that action. We don't want that, so the gun stays up. :) Or it would have to instantly come back up when you start shooting, but that probably wouldn't look very smooth.
Of course any action which does not allow shooting (ladder/ledge climbing, bandaging, etc) can have custom animations.
#4
Posted 05 August 2015 - 10:42 AM
Would be great to have an ingame HUD Creator like
http://visualhud.pk69.com/
That would probably eliminate all the problems someone could have with the hud.
http://visualhud.pk69.com/
That would probably eliminate all the problems someone could have with the hud.
#5
Posted 05 August 2015 - 03:48 PM
Exactly what Zenity said. I was thinking that maybe having a 180 degrees shooting angle in front of the player while power sliding (what Frankie V said). Also, when sprinting the gun would go to the side like in other games and would smoothly but quickly come back up(maybe make screen shake side to side as if running?), but not return to walking, when fire button is pressed. Idk if that would work, but I think that it would fix the very drab gun shaking thing that annoys the hell out of many of the people that I have talked to. Or how about maybe a config option?
When in doubt shoot EVERYWHERE
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#7
Posted 06 August 2015 - 07:25 AM
Well over time some players like a positive action while other prefer movement actions in the 1st person don't move around. I believe these days it's called a true first person perspective that mirrors the 3rd creating a more realistic experience.
In theory though, and as long it's cosmetic, any action can have more or less an unlimited number of variations and would be easy enough to test as a user option setting.
At the moment though the thinking is to keep things close to what 4.2 is now and once it's perfect then play around with user options.
In theory though, and as long it's cosmetic, any action can have more or less an unlimited number of variations and would be easy enough to test as a user option setting.
At the moment though the thinking is to keep things close to what 4.2 is now and once it's perfect then play around with user options.
doing "stuff" with dead things.
#8
Posted 06 August 2015 - 05:50 PM
We should have some animation anyway while the player is running, so a bit of "flicking" to the firing state is already expected. We can just exaggerate it a bit for sprinting and sliding states, so we can probably come up with some decent middle ground. There can never be lag between pressing the fire button and the bullet being released though, so the animation has to follow suit.
Also if we experiment with an alternative movement mode ("action mode"), we could consider changing sprint and powersliding to something more active which does not allow shooting. E.g. if we go with unlimited stamina, the tradeoff for sprinting could simply be that the weapon is lowered and it takes 0.5 seconds or so before you can switch from sprinting to shooting. Same for powersliding.
Also if we experiment with an alternative movement mode ("action mode"), we could consider changing sprint and powersliding to something more active which does not allow shooting. E.g. if we go with unlimited stamina, the tradeoff for sprinting could simply be that the weapon is lowered and it takes 0.5 seconds or so before you can switch from sprinting to shooting. Same for powersliding.
#9
Posted 09 August 2015 - 02:39 PM
Zenity, on 06 August 2015 - 05:50 PM, said:
We should have some animation anyway while the player is running, so a bit of "flicking" to the firing state is already expected. We can just exaggerate it a bit for sprinting and sliding states, so we can probably come up with some decent middle ground. There can never be lag between pressing the fire button and the bullet being released though, so the animation has to follow suit.
Also if we experiment with an alternative movement mode ("action mode"), we could consider changing sprint and powersliding to something more active which does not allow shooting. E.g. if we go with unlimited stamina, the tradeoff for sprinting could simply be that the weapon is lowered and it takes 0.5 seconds or so before you can switch from sprinting to shooting. Same for powersliding.
Also if we experiment with an alternative movement mode ("action mode"), we could consider changing sprint and powersliding to something more active which does not allow shooting. E.g. if we go with unlimited stamina, the tradeoff for sprinting could simply be that the weapon is lowered and it takes 0.5 seconds or so before you can switch from sprinting to shooting. Same for powersliding.
That sounds GREAT! Maybe as like an option in the settings or something? Would you consider putting it in the game?
When in doubt shoot EVERYWHERE
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