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James Bunting
Posts: 1308 |
29 June 2008 20:35 (UK time)
I am uneasy with Rod 3D in FPS mode as it hard to engineer (all units become active too soon and control is hard work) and it is potentially destroying the whole "overhead" uniqueness of Rod and Meteor. Given that Rod 3D is supposed to be a basic game I propose locking down FPS mode as experimental (so you have to type a special console command to use it and it is not generally supported). I would love peoples thoughts on this, I expect a mixed reaction but I am sure I am making the right choice. So basically I plan to make Rod 3D a look down game only. However if you live FPS that much you can access it via the console, albiet unpolished. You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
30 June 2008 02:53 (UK time)
i dont mind it, just keep the 3D tile heights
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DarkRain
![]() Joined: 01 March 2007 Posts: 1193 |
30 June 2008 05:15 (UK time)
I agree with PetiX.
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nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
30 June 2008 17:44 (UK time)
one more thing.. the scripted camera settings will remain?
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James Bunting
Posts: 1308 |
30 June 2008 18:06 (UK time)
Yes the camera script commands will all be left as is, it is just the gameplay itsself that is affected. You will be able to enable FPS switching in rod3d.ini but this is off by default. In overhead move objects become active as they are encountered meaning the game as played as it was designed to be. FPS mode makes all objects wakeup making the experience pretty different. James You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
05 July 2008 18:23 (UK time)
I think this is a good idea, at least for R3D. But for M3 though (or this uh... mysterious new project it will probably be substituted with, hehe) should have FPS mode as a 'normal' option.
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40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
09 July 2008 20:07 (UK time)
The hit detection is much different too, showing from the top down tends to 'auto-aim' onto targets, where as first person is a little more difficult. I think FPS should be an option for multiplayer though =)
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DarkRain
![]() Joined: 01 March 2007 Posts: 1193 |
12 July 2008 21:34 (UK time)
Maybe the 3D will change the styles of both Rod and Meteor series globally?
Edited: 13 July 2008 13:57 You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
13 July 2008 12:39 (UK time)
@DarkRain: Note your 500'th post in the celebration thread, that's what it's for =D EDIT: Oh look, it's also almost my 400'th post!! Gonna put it there too ![]()
Edited: 13 July 2008 12:40 You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
08 August 2008 15:53 (UK time)
I have spent weeks stuck on aiming and the problem is simply that auto aim can never work in look down mode. What I have found is that you tend to aim in front of objects to hit them when they are moving. i.e. you kinda judge their speed and shoot ahead but as they are not actually in-line when you fire auto aim is hopeless. Plus they walk away from you and you miss too. So it looks like projectiles will have to ignore the height factor to actually hit targets as well as being rendered on a flat line for player firing (not pointing up or down). This works OK in look down mode (except for when you hit birds by accident) but in FPS mode it means that the height is totally ignored. So here is what I am thinking.... Projectitiles: - No height check for object hits - But do use height check for terrain (walls etc) Firing Angles (visual only): - Player in look down mode = flat angle - Player in FPS mode = use aimed tilt angle - Monters = use aimed tilt angle And there you go. You need to login to create posts in this thread. |
Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
09 August 2008 03:31 (UK time)
DOOM style, awesome!
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Spy
![]() Joined: 05 October 2007 Posts: 1031 |
09 August 2008 13:54 (UK time)
Ahh I Get It!
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1up
![]() Joined: 25 January 2007 Posts: 153 |
13 August 2008 15:08 (UK time)
please tell me you get heatseeker or "tracker" function in M3 if its FPS...fire n forget weapons make it much easier ![]()
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Blacksheep1q
![]() Joined: 17 June 2008 Posts: 30 |
04 October 2008 17:24 (UK time)
now fire and forget is fun and all but I found in games like battlefield2 and Leiro "player guided" missiles are quite fun to use if your good you can have a missile flying through a building and hit a certain target also you can use it for recon purposes (hehe suicide recons).
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Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
05 October 2008 03:52 (UK time)
Hopefully we will be able to write scripts for projectiles, so we can have them doing all sorts of things including track targets or be manually-guided. Oh and welcome back black-sheep!
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