Grunker
RPG Codex Ghost
Fucking hell, I saw this thread and thought "an actual awesome shooter? awesome!"
Fucking hell, I saw this thread and thought "an actual awesome shooter? awesome!"
Fucking hell, I saw this thread and thought "an actual awesome shooter? awesome!"
Careful now, don't jump to conclusions - I smell edgydex overreaction in this thread
Fucking hell, I saw this thread and thought "an actual awesome shooter? awesome!"
Careful now, don't jump to conclusions - I smell edgydex overreaction in this thread
The movement is a wee bit too snappy for my taste but it basically feels exactly like movement did in the original Rise of the Triad. If someone could tweak/mod the player physics to enlarge the bunnyhop timing window and make continued strafe jumping accelerate you significantly more it will would do a lot for the game's movement.Fucking hell, I saw this thread and thought "an actual awesome shooter? awesome!"
Careful now, don't jump to conclusions - I smell edgydex overreaction in this thread
I dunno, the movement issues sound exactly like what I disliked about most of the "callback" shooters that have been out. I also generally trust MHC's opinion on games. We'll see.
Fast is good, yes, but what's important for when you're going at super speed is a feeling of momentum. The default UDK movement feel is CoD-sluggish, and it seems like they just took that and tried to repurpose it by speeding it up three to five times.Hey, I'm fine with that. Fuck Quake-physics. It sounded like the movement was almost CoD-sluggish from some of the comments. As long as it is fast-paced. Are the areas open?
Yeah, not at all. The slowest character in the game runs faster than you do in Serious Sam.Hey, I'm fine with that. Fuck Quake-physics. It sounded like the movement was almost CoD-sluggish from some of the comments.
Varies. Almost every map (except for the first few, which are weirdly claustrophobic) is a mix of winding, maze-like areas and larger open sections. Level design is very 90s-esq., with multiple paths through most areas, side rooms, dead ends, secrets, traps, etc.Are the areas open?
what's important for when you're going at super speed is a feeling of momentum.Hey, I'm fine with that. Fuck Quake-physics. It sounded like the movement was almost CoD-sluggish from some of the comments. As long as it is fast-paced. Are the areas open?
On the contrary, DN3D's movement feels extremely fluid to me. You don't immediately go around at one fixed high speed with some hideously pronounced headbob; you have a little bit of float to your step so that if you want to make slight movements or movement corrections, you can and it won't jaggedly push you in a different direction. Perhaps I'm using the wrong term, but RotT is missing something that lots of good old shooters had, in regard to movement.what's important for when you're going at super speed is a feeling of momentum.Hey, I'm fine with that. Fuck Quake-physics. It sounded like the movement was almost CoD-sluggish from some of the comments. As long as it is fast-paced. Are the areas open?
Not really. My favourite FPS of all time is probably Duke Nukem 3D, and that games has very little sense of momentum.
It sounds almost too stupid to be true, but who knows!!!
It sounds almost too stupid to be true, but who knows!!!
Even if it's true, wouldn't that be something that gets noticed early enough in development to change it?