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How do you fellas feel about head-bobbing? Weapon-bobbing? For some reason the latter makes me feel a bit quesy, but not the former.
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# ? Mar 14, 2018 17:06 |
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# ? Jun 7, 2024 18:39 |
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anatomi posted:How do you fellas feel about head-bobbing? Weapon-bobbing? For some reason the latter makes me feel a bit quesy, but not the former. I don't mind both usually, but I do prefer a smooth relatively low bob feel. I have the default bobbing in gzdoom set to half or so in console just because I can. What I don't dig at all is the strafe view tilt, like in Turok, I disable that when I can. Only Bob I like is that scary guy from Twin Peaks, quite frankly.
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# ? Mar 15, 2018 00:31 |
I'm not a big fan of head bobbing because (in my personal experience), it's usually applied to such an aggressive extent that I get a claustrophobic motion sickness from it...and I've otherwise never gotten motion sickness from playing games. For some reason, a lot of STALKER mods implement some of the worst head bobbing I've ever seen. It's like standing on the bow of a ship during an accelerated storm. The reality is that your eyes and brain are wired to all but eliminate most head bobbing, so it's actually really unnatural and distracting to have it in most games.
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# ? Mar 15, 2018 01:13 |
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I turn them both off, but thats partially because my eyes are hosed up and I see trails around rapid motion (2d Sidescrollers are particularly bad) That said, there's something about Dark Force's movement that I adore. Slowing down Doom should not work at all, but the pitched battles between you and stormtroopers feels so perfectly Star Wars. DICE's team at Battlefront are graphical wizards, but the gun feel is still basically "bad Call of Duty without half their feedback".
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# ? Mar 15, 2018 05:28 |
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Always turn off the bobbing
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# ? Mar 15, 2018 06:12 |
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your brain edits out head bob in real life so i dont know why the hell they put it in games. its like the player character is suffering from an inner ear infection or something
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# ? Mar 15, 2018 09:27 |
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juggalo baby coffin posted:your brain edits out head bob in real life so i dont know why the hell they put it in games. its like the player character is suffering from an inner ear infection or something
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# ? Mar 15, 2018 09:43 |
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I rather feel skating if the game is fast like a build or doom engine based.
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# ? Mar 15, 2018 10:10 |
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Did somebody say head bobbing? https://www.youtube.com/watch?v=-Lr_8Titu5A
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# ? Mar 15, 2018 18:14 |
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Meat Beat Agent posted:Did somebody say head bobbing?
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# ? Mar 15, 2018 18:39 |
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Meat Beat Agent posted:Did somebody say head bobbing? Jesus Christ, I would puke
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# ? Mar 15, 2018 19:00 |
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How does someone develop an entire game and not think that's a little too much? Wolfenstein TNC had a bit too much view bobbing for me. Too much swaying just by looking around
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# ? Mar 15, 2018 19:05 |
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Meat Beat Agent posted:Did somebody say head bobbing? I don't even normally get bothered by headbob but holy crap this is bad.
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# ? Mar 15, 2018 19:09 |
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HolyKrap posted:How does someone develop an entire game and not think that's a little too much? Maybe they tied it to framerate and it wasn't that bad on 1994 hardware.
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# ? Mar 15, 2018 19:13 |
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It's the same as PC games with really low, unchangeable FOV (e.g. Mass Effect 2, most COD games, Metro 2033). I don't understand how anyone on the Dev team could have tested it for more than 5 minutes without being violently sick
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# ? Mar 15, 2018 20:07 |
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The easy answer for most of those is probably they developed them for consoles, which incentivizes lower FOV because the screen is farther away from the user (broadly speaking) among other reasons. Then when porting to PC they either didn't think about changing the FOV or discovered "whoops this breaks all sorts of stuff". Interesting post from a developer on Borderlands 2: http://www.gearboxsoftware.com/2013/07/inside-the-box-field-of-view/
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# ? Mar 15, 2018 20:16 |
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Cheers for the link! I think you're right about the console focus but still, it's really annoying having to futz around with community fixes or fiddling with Unreal Engine ini files to get thing to work properly. I'm glad most PC games these days seem to include a FOV slider by default.
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# ? Mar 15, 2018 21:36 |
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The Kins posted:It makes it less like you're rollerskating around everywhere. You know how you solve that? Good sound effects and weapon sway.
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# ? Mar 15, 2018 21:48 |
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Meat Beat Agent posted:Did somebody say head bobbing? The first game where you play as a ninja on a Segway with square wheels
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# ? Mar 15, 2018 21:51 |
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I really want more Ion Maiden it’s actually dampening my want to play other games. I’ve played the preview so many times at this point but I just want to keep playing
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# ? Mar 15, 2018 21:55 |
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Playing through Brutal Doom 64, I highly recommend it to any one who hasn't tried it. Dumb question, does any one know if modern DOOM engine ports use the same sector math that the originals did, or do they render in "true" perspective 3D? I was curious about making a DOOM mod that messed with camera perspectives, not sure where to start.
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# ? Mar 15, 2018 22:10 |
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Escape Goat posted:Playing through Brutal Doom 64, I highly recommend it to any one who hasn't tried it. OpenGL-based ports like GZDoom render them in true 3D, but software rendering ports like ZDoom and Chocolate Doom pretty much does it the old way.
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# ? Mar 15, 2018 22:16 |
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Has anyone played Hedon? It looks really cool: https://www.youtube.com/watch?v=eqBD0W2ooyc
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# ? Mar 15, 2018 23:24 |
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Escape Goat posted:Playing through Brutal Doom 64, I highly recommend it to any one who hasn't tried it. Just be careful you don't end up in lilith.wad territory because then GRAF ZAHL WILL HATE YOU FOREVER.
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# ? Mar 15, 2018 23:46 |
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Convex posted:It's the same as PC games with really low, unchangeable FOV (e.g. Mass Effect 2, most COD games, Metro 2033). I don't understand how anyone on the Dev team could have tested it for more than 5 minutes without being violently sick that happened to me with the first borderlands. i couldn't understand why it felt so weird and then i realized they had it on a garbage fov for pc (which was probably fine on console) but i had no idea how anyone tested it and didn't go holy poo poo this is awful. was like your character constantly had their neck craned forward. Johnny Law posted:The easy answer for most of those is probably they developed them for consoles, which incentivizes lower FOV because the screen is farther away from the user (broadly speaking) among other reasons. haha hadn't got to your post when i made mine.
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# ? Mar 15, 2018 23:50 |
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Groovelord Neato posted:that happened to me with the first borderlands. i couldn't understand why it felt so weird and then i realized they had it on a garbage fov for pc (which was probably fine on console) but i had no idea how anyone tested it and didn't go holy poo poo this is awful. was like your character constantly had their neck craned forward. Testers can report stuff as much as they want, it only matters whether or not the devs actually fix it.
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# ? Mar 16, 2018 00:04 |
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So I'm finally checking out Ion Maiden and one of the Shelly's quotes after a kill was "Laputan Machine" and it tickled my ancient nerd prostate in just the best way. Not even interested in poo poo anymore unless its directly based on or referencing PC game culture from a very brief time in the 90's. Forever.
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# ? Mar 16, 2018 04:24 |
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so, amid evil reminds me of a weird combo of kiss: psycho circus and turok 2. the levels are very quakey though.
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# ? Mar 16, 2018 06:44 |
juggalo baby coffin posted:so, amid evil reminds me of a weird combo of kiss: psycho circus and turok 2. the levels are very quakey though. Yeah definitely getting strong Quake-vibes from some of the levels. But out of curiosity, do the enemies become more diverse (like Quake had, with zombies, rotfish, Ogres, Vores, Spawn, etc.)? I'm still on the first episode but it's kind of boring dealing with what is essentially the same enemy with three different attacks (melee, melee/projectile, and flyers) ad nauseum.
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# ? Mar 16, 2018 07:23 |
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Each act (that's in the game so far) has it's own set of enemies.
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# ? Mar 16, 2018 07:25 |
Good to know. That's actually something I've always liked about Quake, was how strange and mechanically distinct the bestiary was: The gloppy, hyperactive Spawns...the slow but semi-invulnerable zombies...the versatile ogres with their chainsaw-cat yeowls...the hulking, eyeless Shamblers that could conjure lightning with their claws for some reason. They really nailed the designs of a lot of the enemies without feeling especially derivative or redundant. It's crazy.
Cream-of-Plenty fucked around with this message at 07:33 on Mar 16, 2018 |
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# ? Mar 16, 2018 07:29 |
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The Kins posted:In other news, a friend of mine is releasing a gameplay mod in a few days and put out a trailer. If you remember the name from an old version, he's more or less completely rebuilt it since then. There's also a new character...
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# ? Mar 16, 2018 08:06 |
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I feel pretty much the same way about Amid Evil as I did when I was just watching it instead of playing it. Refunded it after about the 2h mark. The maps are kind of hard for me to navigate because the game has no artstyle, nothing looks like anything. It's a weird combination of blocky blocks and slidey slopes and all of it has really intense bumpmapping that looks okay I guess but also removes any identifying features. I kept getting lost in the big levels because big open rooms look pretty unique but every hallway looks the same to me.
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# ? Mar 16, 2018 08:13 |
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The Kins posted:This is out now, by the way. It's very good. This owns.
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# ? Mar 16, 2018 10:10 |
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I haven't found the maps in Amid Evil hard to navigate (they're quite nice) but I've found the combat design pretty lacking. Outside of soul power mode, it just doesn't feel fun to fight monsters, which in a game about fighting monsters seems like an odd mistake to make.
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# ? Mar 16, 2018 11:00 |
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The Kins posted:This is out now, by the way. It's very good. Holy poo poo! That looks fuckin' nuts! Might have to jump on that, cheers!
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# ? Mar 16, 2018 11:17 |
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Lemon-Lime posted:Has anyone played Hedon? It looks really cool: https://www.youtube.com/watch?v=eqBD0W2ooyc I have. It’s cool but I’m not a fan of how hard the enemies and their projectiles are to see and how much damage they do. Also too many dark areas. Other than that it’s cool.
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# ? Mar 16, 2018 13:47 |
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The Kins posted:It's a more recent version, with up-to-date versions of the source ports. The author posted on Facebook that if you've bought it previously, you can contact him for a code for the new version, which is very nice of him. This looks amazing, but wow, do they need a better voice over actor. Maybe the performance is fine, but how about not recording it on a budget mic in his basement? But yes, this looks incredible!
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# ? Mar 16, 2018 14:12 |
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Rupert Buttermilk posted:This looks amazing, but wow, do they need a better voice over actor. Maybe the performance is fine, but how about not recording it on a budget mic in his basement?
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# ? Mar 16, 2018 14:27 |
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# ? Jun 7, 2024 18:39 |
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The Kins posted:This is out now, by the way. It's very good. There's some new updates to long developed mods coming out today. I think Pillowblaster is releasing a new update to Guncaster too https://www.youtube.com/watch?v=u8k8qSWtRZU
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# ? Mar 16, 2018 14:45 |