Well.. I found the mouse movement to be odd -- maybe because I needed to move too much the mouse (I'm used to small mouse move = big pointer move). Other than that... it's good. I guess you used that model because it seemed like the best one you had, so no intentions whatsoever were made for it to be a Helicopter (or something like one). And if you did, I'll assume you would add any other feature an helicopter would have later on.
TL;DR: I liked it.
_________________ Someone told me this couldn't be done... Now I know that he was wrong... Still I don't remeber what! I really need to follow that "thing" I so call friend.
xRDVx wrote: "Humans can dream... and so do I." mik1 wrote: "i like boys"
Thu Mar 24, 2011 11:24 pm
mik1
Joined: Fri Aug 31, 2007 12:06 pm Posts: 165
Re: Playing with the protopack...
As its alpha theres no much options but im pretty sure the full game you could adjust the mouse sensetivity options
_________________ Playing: Vido gams xRDVx wrote: "Put oil in your hands and your hands around his wiener"
Sat Mar 26, 2011 5:44 am
Pat AfterMoon
Joined: Sun Feb 17, 2002 7:07 pm Posts: 628
Re: Playing with the protopack...
xRDVx wrote:
I guess you used that model because it seemed like the best one you had, so no intentions whatsoever were made for it to be a Helicopter (or something like one).
After my difficulties to work with a designer on a 3rd person shooter, I've decided to focus on a game entirely based on existing game packs. The choose of vehicles follows the same goal, from my point of view, vehicles are far more easy to integrate than animated characters.
In the past I've purchased a lots of models from various content pack provider. My favorites are from 3DRT, including these: Sci-Fi Gunships Alien ships Sci-Fi Forces
mik1 wrote:
I'm pretty sure the full game you could adjust the mouse sensitivity options
After my difficulties to work with a designer on a 3rd person shooter, I've decided to focus on a game entirely based on existing game packs.
To be honest the white dude looked pretty cool. But I guess you can't make a game and expect people to like it, or at least not complain. And since you have the option of already made game packs, there is no sense on trying to over-complicate it and extend time just because you need original models.
About your choice of Vehicles instead of Characters: I can imagine why. It takes less work and they usually are less complicated since they don't have (most of the time) mobile parts, and those that do aren't that much. I suppose code-wise and gameplay wise vehicles are easier to work with.
_________________ Someone told me this couldn't be done... Now I know that he was wrong... Still I don't remeber what! I really need to follow that "thing" I so call friend.
xRDVx wrote: "Humans can dream... and so do I." mik1 wrote: "i like boys"
Sat Mar 26, 2011 6:53 pm
Pat AfterMoon
Joined: Sun Feb 17, 2002 7:07 pm Posts: 628
Re: Playing with the protopack...
xRDVx wrote:
To be honest the white dude looked pretty cool.
We've done a lot more, the designer I've chosen was very good. The problem is more related to delay, availability and communication. Someday I will post some picture of our design work.
My current purpose and my goal for 2011 is to fight my main enemy: I must focus on a simple and reachable project. I must avoid complexity and too ambitious goals.
After implemented something near what I want with manually computed movements, I'm trying to do it with the physic engine of Unity. On long term, the physic engine has many benefit.
Movement is OK, but currently, with the physic engine, I don't obtain exactly what I want with collisions...
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