Limit Field of View
Limit Field of View
What if instead of having eyes in the back of their heads, spacemen could only see forward and slightly to their sides? Obviously, loud things would still be visible behind the spacemen because they can "hear" those things. Also everything within touchable range should be visible. Adding field of view would add a huge stealth element to the game, especially putting an emphasis on staying out of sight and not wearing loud hardsuits when walking up to someone to kill them from behind.
- RG4
- Joined: Wed Jun 25, 2014 12:19 am
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Re: Limit Field of View
Go away, this isn't a fucking simulation FPS.
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Re: Limit Field of View
Wrong thread
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=32
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=32
Violaceus wrote: Mining smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to man- and lizard-kind. Katanas are thrice as sharp as eswords and thrice as hard for that matter too. Anything an esword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a durand mech with a simple vertical slash.
Ever wonder why Syndicate never bothered conquering Mining? That's right, they were too scared to fight the disciplined miners and their katanas of destruction.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
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Re: Limit Field of View
I like this in theory, but only because "sneaking up on somebody" only exists if you're fucking sanic or you're in total darkness.
Re: Limit Field of View
If you want to see a great game that uses field of view, check out unreal world. Its a wilderness survival roguelike about the early iron age in finland
Re: Limit Field of View
Why won't it ever happen? How hard could it be to code in a layer that goes over tiles that are not in an area that is perceivable by the player? This already exists for AI anyways.Violaceus wrote:Great idea that will never happen
- paprika
- Rarely plays
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- Location: in down bad
Re: Limit Field of View
no
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Re: Limit Field of View
What makes you think that?Violaceus wrote:I mean that 90% of people will be opposed to it...deathhoof wrote:Why won't it ever happen? How hard could it be to code in a layer that goes over tiles that are not in an area that is perceivable by the player? This already exists for AI anyways.Violaceus wrote:Great idea that will never happen
- Spacezenegger
- Joined: Thu Nov 13, 2014 2:43 am
Re: Limit Field of View
Errorage tried doing this, I think I remember it being a little slow and I remember getting a headache if you moved in multiple directions too quickly because the camera kept shifting.
Re: Limit Field of View
That does indeed seem to be a problem. Maybe this could be remedied by adding a set of controls to toggle neck movement? This way field of view will only move when you want it to move and thus will reduce headache creation.Spacezenegger wrote:Errorage tried doing this, I think I remember it being a little slow and I remember getting a headache if you moved in multiple directions too quickly because the camera kept shifting.
EDIT: yes owl neck spessmen are better than 360 field of view spessmen
- Saegrimr
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Re: Limit Field of View
Yeah while we're at it, lets set it up so you have to switch between left and right leg each tile you walk, 3 second slip/stun if you mess up.deathhoof wrote: Maybe this could be remedied by adding a set of controls to toggle neck movement? This way field of view will only move when you want it to move and thus will reduce headache creation.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
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- Joined: Wed Sep 17, 2014 6:07 pm
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Re: Limit Field of View
A lot of the game is also balanced around you being able to see behind you.
This would heavily devalue social stealth. Being able to get within one tile of someone for a rev flash without freaking them out can be an art, and limiting FoV would make many area threats way too deadly and rev way too easy.
This would heavily devalue social stealth. Being able to get within one tile of someone for a rev flash without freaking them out can be an art, and limiting FoV would make many area threats way too deadly and rev way too easy.
- Jordie0608
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Re: Limit Field of View
Indeed, while Errorage's test was not with a refined system for handling the vision change; it was pretty clear from the trial that such a vision system would be nauseating and ugly to play with.Spacezenegger wrote:Errorage tried doing this, I think I remember it being a little slow and I remember getting a headache if you moved in multiple directions too quickly because the camera kept shifting.
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- Joined: Sat Apr 19, 2014 12:32 am
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Re: Limit Field of View
This would cause the game to become such a massive clusterfuck so fast I think a lot of people would quit playing here.
/vg/station Head Admin
- Cheridan
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Re: Limit Field of View
- Jacquerel
- Code Maintainer
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Re: Limit Field of View
It's been suggested and even (as others have told you) trialled to a small degree before, and it was both unpleasant and unpopular.
Considerations like field of view are things that need to be implemented very early in a game's development, not slapped on years later. This would change the function and (ugh) balance of so many other things and destroy the instincts people have grown into over years. It's never going to happen.
Considerations like field of view are things that need to be implemented very early in a game's development, not slapped on years later. This would change the function and (ugh) balance of so many other things and destroy the instincts people have grown into over years. It's never going to happen.
- ExplosiveCrate
- Joined: Fri Apr 18, 2014 8:04 pm
- Byond Username: ExplosiveCrate
Re: Limit Field of View
Murder Mansion tried this
Jesus fuck it was hard to play and you got a headache after one round. Still fun, but nauseating.
Jesus fuck it was hard to play and you got a headache after one round. Still fun, but nauseating.
i dont even know what the context for my signature was
- MisterPerson
- Board Moderator
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Re: Limit Field of View
That's not even getting into the fact that anything other than simply changing the viewpoint would be very expensive in terms of processing.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
- Skorvold
- Joined: Fri Apr 18, 2014 2:36 pm
- Byond Username: Skorvold
Re: Limit Field of View
No.
Let's increase the view to 9 tiles instead.
Let's increase the view to 9 tiles instead.
Never give up! Trust your instincts!
Spoiler:
- Timbrewolf
- Rarely plays
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- Byond Username: An0n3
Re: Limit Field of View
Oh yeah this is great finally I'll be able to use my TrackIR to play spessmens!
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- Ahammer18
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Re: Limit Field of View
10/10 fund itSaegrimr wrote:Yeah while we're at it, lets set it up so you have to switch between left and right leg each tile you walk, 3 second slip/stun if you mess up.deathhoof wrote: Maybe this could be remedied by adding a set of controls to toggle neck movement? This way field of view will only move when you want it to move and thus will reduce headache creation.
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