Limit Field of View

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deathhoof
 

Limit Field of View

Postby deathhoof » Mon Nov 24, 2014 7:19 pm #45653

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.



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RG4
 
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Re: Limit Field of View

Postby RG4 » Mon Nov 24, 2014 10:52 pm #45675

Go away, this isn't a fucking simulation FPS.

deathhoof
 

Re: Limit Field of View

Postby deathhoof » Mon Nov 24, 2014 11:05 pm #45677

You're right it's more like a top down simulation game

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Re: Limit Field of View

Postby Wizardjenkins66 » Mon Nov 24, 2014 11:58 pm #45686

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.
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Re: Limit Field of View

Postby cedarbridge » Mon Nov 24, 2014 11:58 pm #45687

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.

deathhoof
 

Re: Limit Field of View

Postby deathhoof » Tue Nov 25, 2014 12:02 am #45689

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

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deathhoof
 

Re: Limit Field of View

Postby deathhoof » Tue Nov 25, 2014 1:06 am #45700

Violaceus wrote:Great idea that will never happen

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.

deathhoof
 

Re: Limit Field of View

Postby deathhoof » Tue Nov 25, 2014 1:12 am #45702

here's a picture of a character I just started playing as in Unreal world. Take notice of the realistic field of view.
Image

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Re: Limit Field of View

Postby paprika » Tue Nov 25, 2014 1:47 am #45713

no
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deathhoof
 

Re: Limit Field of View

Postby deathhoof » Tue Nov 25, 2014 1:58 am #45717

Violaceus wrote:
deathhoof wrote:
Violaceus wrote:Great idea that will never happen

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.

I mean that 90% of people will be opposed to it...

What makes you think that?

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Re: Limit Field of View

Postby Spacezenegger » Tue Nov 25, 2014 2:41 am #45724

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.

deathhoof
 

Re: Limit Field of View

Postby deathhoof » Tue Nov 25, 2014 2:51 am #45725

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.

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.

EDIT: yes owl neck spessmen are better than 360 field of view spessmen

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Re: Limit Field of View

Postby Saegrimr » Tue Nov 25, 2014 3:22 am #45730

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.


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.
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Re: Limit Field of View

Postby dezzmont » Tue Nov 25, 2014 4:21 am #45738

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.

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Re: Limit Field of View

Postby Jordie0608 » Tue Nov 25, 2014 7:39 am #45761

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.


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.
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Re: Limit Field of View

Postby mrpain » Tue Nov 25, 2014 8:07 am #45763

This would cause the game to become such a massive clusterfuck so fast I think a lot of people would quit playing here.
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Cheridan
 
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Re: Limit Field of View

Postby Cheridan » Tue Nov 25, 2014 2:53 pm #45814

I liked Mark of the Ninja's system, where you could still see things out of your field of view, but they were blurry and harder to see.

Image

Probably still wouldn't work out well within the context of SS13.
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Re: Limit Field of View

Postby Jacquerel » Tue Nov 25, 2014 3:36 pm #45820

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.

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Re: Limit Field of View

Postby ExplosiveCrate » Tue Nov 25, 2014 3:49 pm #45822

Murder Mansion tried this

Jesus fuck it was hard to play and you got a headache after one round. Still fun, but nauseating.
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Re: Limit Field of View

Postby MisterPerson » Tue Nov 25, 2014 11:01 pm #45955

That's not even getting into the fact that anything other than simply changing the viewpoint would be very expensive in terms of processing.
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Re: Limit Field of View

Postby Skorvold » Tue Nov 25, 2014 11:18 pm #45966

No.
Let's increase the view to 9 tiles instead.
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Re: Limit Field of View

Postby Timbrewolf » Wed Nov 26, 2014 8:16 pm #46219

Oh yeah this is great finally I'll be able to use my TrackIR to play spessmens!
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Re: Limit Field of View

Postby Ahammer18 » Mon Dec 01, 2014 1:15 pm #47322

Saegrimr wrote:
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.


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.


10/10 fund it
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