Bakerman on 30/8/2013 at 11:24
I've been looking through the 7DFPS entries from this year and stumbled upon this barebones gem - a (
http://7dfps.com/?action=games&id=271) demo of FPS movement that feels fantastic. Notable features include leaning (though it's contextual/automatic, which I'm not entirely happy with), analogue stance (controlled by the mouse wheel) and pretty decent mantling, as well as being able to automaticlaly step up knee-high ledges.
[CENTER]
Inline Image:
http://7dfps.com/shots/520ebdef1ac9e.jpg[/CENTER]
I resolved a little while ago to basically do the (
http://www.ttlg.com/forums/showthread.php?t=134853&page=27&p=2197696#post2197696) same thing, experiment with some FPS gameplay mechanics. I got a little way with it then got drawn into another project, so it's been on hold... I think I may make that an indefinite hold contingent on what this guy manages to do. He's already made leaps and bounds in the movement department. It's a little bit swimmy, but I imagine it'd be fine after a little getting used to (walking IRL is a bit swimmy...).
Briareos H on 30/8/2013 at 11:47
That feels great, although I'd reduce the bobbing/lag around a bit. I definitely want to see something like that implemented in a game, it's precisely one of the ways of streamlining gameplay while innovating that I'd have liked to see in the new Thief. From what I understood it might still be partly in, especially auto-leaning which makes a lot of sense (auto-jumping itself is awfully restricted).
I expect to see complex player character movement frameworks appearing more and more in first person games soon-ish, making this possible. Firstly because there's a real plus to immersion and people are starting to realize it, secondly because devices like the Oculus Rift are going to be used by more and more people and hacking existing, rigid frameworks to add compatibility isn't going to cut it.
Gryzemuis on 30/8/2013 at 11:55
I downloaded and played that demo for a few minutes.
I guess the movement can be called "realistic".
However, I don't think it'll be fun to play a game with such movement. Or more fun than other games.
I'm also not excited about "analog stance with the mouse-wheel". Not everybody has a mouse-wheel on their mouse. I don't. (I play with a Logitech Marble Mouse trackball. I rather buy another game, than buy another mouse). Imho the UI of any game should be adaptable to any input-device a user wants to use. Keyboard, mouse, trackball, joystick, gamepad, whatever.
(Example, in most MMOs, mousewheel is bound to the zoom function. That's fine. In WoW you can also configure keyboard-presses as zoom-in and zoom-out. So I'll use that. However, I've also played games where there were *NO* other ways to zoom besides the mouse-wheel. (I think Aion. Maybe GW2 as well). That's ridiculous).
I still think the movement in the original Unreal Tournament game (called UT99 now) was the most fun I've ever had in a shooter. The introduction of dodging was excellent. It would add an extra dimension to movement, all the time. You could use dodging to avoid enemy projectile weapons (rockets, flak-shells, etc). You could use dodging to make it harder to hit you with hit-scan weapons (minigun, sniper rifle). But you could also use dodging to run faster (dodge sideways off of slopes or objects, and move forwards directly after dodging would give you more speed).
In later versions of UT (UT2003, UT2004 and UT3) the dodging was totally overdone. This would enlarge the gap between good players and below-average players to a level where new players could not hit anyone. Not fun, and it destroys the influx of new players. Double-jumps don't make sense imho. Wall-dodges might be cool, but in the UT200[34] and UT3 games they were overdone as well.
I also like some of the movement in Dishonored. The mantling feels so smooth.
So give me a shooter (or any game, RPG or MMO too) with the dodging of UT and the mantling of Dishonored, and leaning from Thief, and you got the perfect movement system for me.
Bakerman on 30/8/2013 at 23:26
Why wouldn't you find it fun? For me, it's less a matter of 'fun' and more a matter of supporting interesting gameplay. For example, being able to climb onto head-height ledges opens up freedom to explore and come at problems from another angle. The analogue stance allows you to more appropriately adjust yourself to your environment, and means there are fewer rules to adhere to in level design (i.e., things must be this height so that they can be crouched behind).
But yeah, there definitely needs to be a way to rebind commands like the stance.
EDIT: though I'm definitely thinking this should be applied to more tactical shooter games. Not really your arena multiplayer COD manshooters. A Stalker or a SYABH would be greatly enhanced by this sort of movement model IMO.
Muzman on 31/8/2013 at 00:24
This is pretty cool. Would very much suit a SWAT4 or something. It handles nicely the fact that you're realistically slow without that attendant feeling of clumsiness which people usually find off putting.
(7DFPS did not seem to get nearly enough attention in the press, to me. Every other game jam seems to get pored over for the next Portal or something. But there's some pretty impressive stuff in there.)
Volitions Advocate on 31/8/2013 at 19:06
FFS, every time I play one of these demos there is never an option to invert the mouse. Right now it feels like ass because I'm either looking at the sky or my toes.
Muzman on 1/9/2013 at 02:35
FLIGHT SIM WEIRDO!
Everyone point and/or wedgie.
Volitions Advocate on 1/9/2013 at 04:06
Hey, I'm certain i'm not the only one here who remembers when you clicked "reverse mouse" in most games before 2000 it changed things so that up was up and down was down. WE used be normal *snif*
Gryzemuis on 2/9/2013 at 20:07
Oh, and Mirror's Edge ! The movement in all games should have some of the stuff of Mirror's Edge in it.
BTW, I never played a flight-sim. But I do use inverse-mouse. Always. I use a trackball, and with inverse-mouse, the movement of the ball is just like that of my head. Move your ball/head back to look up. Move your head/ball forward to look down. Very intuitive.