Thirdperson Multiplayer Shooter?

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Re: Thirdperson Multiplayer Shooter?

Postby xoqolatl on Mon Jun 07, 2010 8:55 am

Major Banter wrote:In 3rd person you have a massive, sometimes up to 80 degree FOV.

Excuse me, but since when is 80 "massive"? Competitive fast paced shooters have usually allowed FOV up to 110. FOV 75 like in H-L2 or Modern Warfares or other recent games is just a trend, a part of the big trend to make games easy (just like achievements or lack of health bar).
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Re: Thirdperson Multiplayer Shooter?

Postby Noodles on Mon Jun 07, 2010 11:01 am

Major Banter wrote:Fucking easy to code for and there's an absolutely bunch of it on Gmod forums.

As far as I'm aware, incorporating the Lua system and then making massive modification like this is very, very easy.

Course, I may be utterly wrong, but that's hardly my fault is it.


Well once you've got the weapons, hud and thirdperson camera sorted, the rest can all be done in Hammer afaik.
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Re: Thirdperson Multiplayer Shooter?

Postby Major Banter on Mon Jun 07, 2010 11:03 am

GoW.

Camera is behind player.

Add on 80 degrees compared to the usual 60 to 70 (games like Mirrors Edge have 90, never heard of bigger)

http://image.com.com/gamespot/images/2006/332/928234_112906_screen002.jpg

Dead Space.

Camera is behind player.

Use the unusual number of 50.

http://www.playitreviewit.com/images/DeadSpace3.jpg

Very, very different. In terms of 3rd person the amount of degrees has a tenfold effect compared to FP.
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Re: Thirdperson Multiplayer Shooter?

Postby dewkl on Mon Jun 07, 2010 11:19 am

Dead Space's FOV gives a feeling of claustrophobia and paranoia. Perhaps it's best to decide this last, adjust it after the gameplay.

nice avatar, banter.
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Re: Thirdperson Multiplayer Shooter?

Postby Major Banter on Mon Jun 07, 2010 11:23 am

Yah, I forgot to add. Horror games use a very small FOV. Rapid-action games such as Brink and ME use a far larger FOV as you say Xoq. The 70 degree is convention because it's the natural FOV of the human eye and therefore easiest to get used to; particulary on Console games where the screen is much further from the player and often measured in feet rather than inches. Anyway, I digress.
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Re: Thirdperson Multiplayer Shooter?

Postby xoqolatl on Mon Jun 07, 2010 1:29 pm

You speak the truth except that
Major Banter wrote:the natural FOV of the human eye

is a total BS, just like "above 60 fps makes no difference" and "24 fps is enough for smooth motion". I have very good peripheral vision, I like sitting close to the screen in theater and my FOV is much bigger than 70 deg. My mother could sit in the last row (farthest from the screen) and still not see the corners of the screen. It's a personal thing.
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Re: Thirdperson Multiplayer Shooter?

Postby Spike on Mon Jun 07, 2010 1:40 pm

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Re: Thirdperson Multiplayer Shooter?

Postby xoqolatl on Mon Jun 07, 2010 1:53 pm

On topic, you might want to adjust FOV depending on camera distance, desired gamplay pace and level design. For example, the angle of vision can let you cover both entrances to a room. Low FOV will make taking cover, leaning and camping in the corners more important. High FOV will make fast, unpredictable movement and good aim more important.
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