Debriefing > General Goldeneye

GE:S just doesn't feel right to play?

(1/10) > >>

Spacedud:
This is meant to be constructive critique. Okay, so I feel that GE:S just doesn't feel very good to play and that there's something holding it back because it's otherwise technically a great mod.

Possible reasons:

1. In N64 your weapon would move around more naturally. Same deal when using the crosshair. In GE:S weapon movement feel static (limitation?)

2. Hitboxes. There's something off about shooting people in GE:S. Sometimes, it feels like the bullets just doesn't connect; it's like the bullets just disappear.

3. Effects and (sound). I understand the limitations here, but GE:S feels very 'source' (no shit, but still). For example, look at bullets impacts. They do not feel very unique (like they do in N64 version). When dying, it doesn't look like blood, but like red water (limitation?)

I do like GE:S and I definitely think it's an great project, but I have to be honest, too. It seems so close to feel good to play, but there is just something off, I personally feel. I wish it'd feel more like the N64 version, but there's the threat of copyright which probably is a huge limitation, too.

StupidMarioBros1Fan[1138]:
I believe that the copyright thing is only limiting the sound effects and music, and having the players not look too much like the original actors. I do agree with these things, some of these I don't believe is limitations, just not top priority at the moment, and I hope are fixed are changed in the future. This mod has advanced a lot of the years if you watch early alpha footage, and is an amazing mode.
Also welcome to the forums.

Jonathon [SSL]:
Believe me, a lot of these little things I've been pushing for for years.

The weapon/view moving around thing is sorta implemented, stand still and you'll see your view does move around a bit - currently only a few weapons have actual "moving around" idle animations, and since we don't have the source files to most weapons I think it would make sense to do that in code.

I agree that the hitboxes feel off - it has to do with the way we have the damage pushback/temporary invulnerability set up. There's almost no feedback as to when you can start shooting people again. And I personally really think something should be done to improve that.

The bullet impacts are different from the default ones (I implemented them), they have little flames at the impact sites and smoke that comes up - just like in GE007 ;)

Spacedud:
I did notice the idle animation on some weapons like the AK, but I'm especially talking talking about how the N64 GE's weapons sways up/ned/left/right when you move/aim, but maybe you did also reply about to this; I'm just not sure.

Those hitboxes are so annoying! I really hope they'll get fixed as a priority.

About effects, I didn't actually notice the flame effect before now. :)

When I look at old N64 footage, I really miss some of the other effects from that game, though. Like, the pre-rendered death animations when people get shot and fall over. I actually like that better than pure ragdoll physics. Then there's bullet impacts on people, too. Also, how people say 'uh' when they die. When your own person gets shot you hear a 'breathing sound'. GE:S need some of that 'soul essence'.

I feel rather 'disconnected' when playing GE:S. That's maybe a good way of putting it.

StupidMarioBros1Fan[1138]:
Death animations and player hurt noises will be in 4.3, agree with the swaying when turning as long as it is not overdone.

Navigation

[0] Message Index

[#] Next page

Go to full version