Debriefing > Impressions & Feedback
Aiming mode and PP7 adjustments
major:
--- Quote from: Nozzy06 on June 16, 2009, 04:07:20 pm ---
I think aiming should stay as it is. If I had to stop every time I aimed I'd probably die trying every single time. The fact that this is on PC and not N64 means these sorts of things need to be changed for better gameplay... which has been said over, and over, and over. I do agree with no aim while jumping, though.
The idea of GE64 style aiming just doesn't seem like it would feel right at all. I think the current way of aiming works just fine.
--- End quote ---
CCsaint10:
well, frankly I don't care either way it goes. :D Aiming is still aiming for me...and I never use the shift button hardly at all. But yeah, just for those people that didn't know, you can't move while holding R in 64..you can only lean. :D That is the only reason why it might have been reconsidered for this, but whatever. I frankly don't care. I think the PP7 being fixed might be a good suggestion though. It does lean too far to right.
StrikerMan780:
--- Quote from: The SSL on June 15, 2009, 01:59:04 am ---Garry Newman (the insane genius behind Garry's Mod) made something similar to what I think you're talking about StrikerMan, in lua.
Is what you meant?
--- End quote ---
Pretty much. (Except have more of the "Feel" of how the crosshair and view moves with the mouse like PD:S, I don't like how the one in that video "Drifts" when you get closer to the screen edge until you center the crosshair again... PD:S Controls more like a normal PC FPS in that such a thing doesn't happen.)
Something like that would be awesome. If someone could pull off something like that in GES with a moving viewmodel, they would definitely get a cookie. (What exactly makes something so simple as moving a View Model, such a difficult thing to code, exactly? An explanation would be nice.)
killermonkey:
I'll pose your difficulty question with a series of questions:
Do you know matrix algebra?
Can you tell how to transform the local eular angles of the root bone of the view model to match the 2D position of your mouse aimer while still maintaining 3D orthogonality?
What is a "good" feel? How can we make it customizable to different players styles while still maintaining fairness?
It's a lot more complicated then you might imagine.
Maxaxle:
My vote on N64 aiming: NO. That's meant for arcade shooting games with scripted movement!
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