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post some fucking video games this time

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Anonymous 06/29/2017 (Thu) 19:57:17 [Preview] No. 10902
There was this one thread in which platformers were being discussed really in depth. Specifically Sonic platformers in 3d, and I think I have an idea on how to fix the combat while adding to the platforming. Why not, when you destroy more than one enemy by jumping on top of them, the camera changes to bird's eye view?

This COMPLETELY does away with the shitty auto aim mechanics we see in 3d Sonics without compromising jumping speed like in the 3d Mario, Pacman or Crash games.

Anonymous 08/09/2017 (Wed) 13:30:18 [Preview] No. 11008 del
Yeah but that creates a new problem. No one is gonna like their camera constantly changing from behind to a birds eye view every time they fight enemies.

Anonymous 08/09/2017 (Wed) 14:08:38 [Preview] No. 11012 del
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Now that i think about it, your idea may not be bad but it needs to be done differently. Instead of having the camera shift after killing x amount of enemies(it would be pretty bad for the camera to shift all of a sudden while going fast if on your way you kill a few enemies), instead have the camera shifting be done by the player himself by dedicating a button for the camera shift. That eliminates the issue of sudden camera shifting and gives the player the choice of how they want to set their camera.

Anonymous 08/09/2017 (Wed) 14:36:41 [Preview] No. 11013 del
When I played Mirror's Edge, I figured it could be neat if holding down (not toggle) each face button gave you a specific alternate angle from your first person view. That's roughly how it is when riding a mountain bike. You get your limited glance backwards from the top, and your jilted to all shit glance under your armpit each side. And you can't feel your feet for shit, only your general balance and where the wheel is. People often complain that first-person platformers can't work because you can't see around, but it's more about not having the time to scroll around your FOV. In reality a human doesn't really scroll and meander the way we usually control FPS vision. You jilt your head into one of the positions you've trained to orientate into.

Anonymous 08/09/2017 (Wed) 20:16:02 [Preview] No. 11018 del
Don't know which Mirror's Edge you were playing, but in the first, which is not garbage there is a button dedicated on letting you do a 90/180~ quickturn at least. The problem is that the 90/180~ turn was programmed to automatically make you look at the nearest grabbable surface.

So yes, buttons that let you look at a certain angle while moving or grappling on objects would be cool. To improve on the old ME's control scheme I'd do Q&E for left handed or right handed 90/180~ turns, Z&X for upwards or downwards, or maybe 1&2 on the upper number row.

Anonymous 08/09/2017 (Wed) 20:18:13 [Preview] No. 11019 del
This would work, but only if SEGA removes the shitty mechanic that is the Boost Gameplay which has made all post '06 3d Sonics except for Lost World a shitty rollercoaster ride. Not saying that Lost World is free of faults mind you, but I enjoyed it for the sheer fact that it was the first time IN A LONG TIME that I felt that 3d Sonic had non-scripted freedom of movement.

Anonymous 08/10/2017 (Thu) 12:28:06 [Preview] No. 11022 del
That reminds me of the awkwardness of playing Bubsy in 3D, or even some of the platforming sequences in the Half-Life series.

First person platformers would cause serious headaches or motion sickness. I think when they first come to the rift, all games should be slowed down to mario speeds, rather than trying to copy sonic.

And scripted quick time events are retarded. I hate those things in all games, they're just animation porn that requires no skill other than Simon says, and they always jar me by taking away my ability to play and forcing me to watch a "movie."

Anonymous 08/10/2017 (Thu) 14:37:10 [Preview] No. 11025 del
>Rather than trying to copy sonic

Sonic Utopia and Sonic Robot Blast 2 proves that it's possible to move at break neck speeds while platforming. The problem is proper level design and controls.

Anonymous 08/10/2017 (Thu) 15:53:00 [Preview] No. 11026 del
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>First person platformers would cause serious headaches or motion sickness
Yes, Polygon, that's why you learn to orientate, perhaps through repeated pattern training and at progressive levels of difficulty. That's exactly how you struggled to learn to play finger pointing sims in the first place. That's the point; it's fun.

Anonymous 08/10/2017 (Thu) 16:24:48 [Preview] No. 11027 del
Some faggots just have a genetic predisposition for motion sickness m8. I've heard people get motion sickness from the fucking Blair Witch movies.

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