04-10-2014 03:07 PM
04-14-2014 01:01 AM
04-14-2014 01:50 AM
"RiftXdev" wrote:
You have to be able to see your body in your lower field of view all the time to ensure your brain knows where the body is pointing without having to move the body to work it out.
The current demos where you have no body would make you immesnely sick with a tank mode as you'd never know where forwards was.
04-14-2014 02:13 AM
04-14-2014 02:45 AM
"RiftXdev" wrote:
Without actually seeing with your periphial vision where the tank is pointing at every point in time you are going to feel a vast disconnect when you attempt to move as it will unlikely be the same orientation as your body and head in real life. In a tank game one can imagine a 'centre turret to tank' button and a 'centre tank to head' button, but with games where your avatar is a body and not a tank then this will need to be more intuitive/automatic and less 'button' based.
04-14-2014 02:57 AM
04-14-2014 07:43 AM
"DarrenM" wrote:
With tank mode your virtual head and body are always in the same orientation relative to each other as they are in the real world. That's because when you use the mouse/controller to turn your body, your head is turned by the same amount. When you want to know where forwards is, or which way you will move when you start walking, all you have to do is physically look straight ahead.
"RiftXdev" wrote:
In FPS games, the implementation in HL2 where you can at least aim your gun in a direction other than the one you are looking is a good start.
"RiftXdev" wrote:
I can't imagine FPS games working where your body goes one way, your head another and your gun/weapon yet another! :twisted:
04-14-2014 09:35 AM
04-14-2014 09:04 PM