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Limit Field of View

Posted: Mon Nov 24, 2014 7:19 pm
by deathhoof
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.

Re: Limit Field of View

Posted: Mon Nov 24, 2014 10:52 pm
by RG4
Go away, this isn't a fucking simulation FPS.

Re: Limit Field of View

Posted: Mon Nov 24, 2014 11:05 pm
by deathhoof
You're right it's more like a top down simulation game

Re: Limit Field of View

Posted: Mon Nov 24, 2014 11:58 pm
by Wizardjenkins66

Re: Limit Field of View

Posted: Mon Nov 24, 2014 11:58 pm
by cedarbridge
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

Posted: Tue Nov 25, 2014 12:02 am
by deathhoof
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

Posted: Tue Nov 25, 2014 1:06 am
by deathhoof
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.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 1:12 am
by deathhoof
here's a picture of a character I just started playing as in Unreal world. Take notice of the realistic field of view.
Image

Re: Limit Field of View

Posted: Tue Nov 25, 2014 1:47 am
by paprika
no

Re: Limit Field of View

Posted: Tue Nov 25, 2014 1:58 am
by deathhoof
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?

Re: Limit Field of View

Posted: Tue Nov 25, 2014 2:41 am
by Spacezenegger
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

Posted: Tue Nov 25, 2014 2:51 am
by deathhoof
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

Re: Limit Field of View

Posted: Tue Nov 25, 2014 3:22 am
by Saegrimr
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.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 4:21 am
by dezzmont
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.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 7:39 am
by Jordie0608
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.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 8:07 am
by mrpain
This would cause the game to become such a massive clusterfuck so fast I think a lot of people would quit playing here.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 2:53 pm
by Cheridan
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.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 3:36 pm
by Jacquerel
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.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 3:49 pm
by ExplosiveCrate
Murder Mansion tried this

Jesus fuck it was hard to play and you got a headache after one round. Still fun, but nauseating.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 11:01 pm
by MisterPerson
That's not even getting into the fact that anything other than simply changing the viewpoint would be very expensive in terms of processing.

Re: Limit Field of View

Posted: Tue Nov 25, 2014 11:18 pm
by Skorvold
No.
Let's increase the view to 9 tiles instead.

Re: Limit Field of View

Posted: Wed Nov 26, 2014 8:16 pm
by Timbrewolf
Oh yeah this is great finally I'll be able to use my TrackIR to play spessmens!

Re: Limit Field of View

Posted: Mon Dec 01, 2014 1:15 pm
by Ahammer18
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