![]() |
![]() |
|
|
|
#1
|
|||
|
|||
|
hey guys in the gamescom videos i have seen that the game will have a radar on the right corner. BUT WHY I think this is a realy bad idea because red orchestra dont had a radar and it was great without them. no radar means to decide between enemy or friend and now you look on the radar and see that the guy next to you is in your team . A radar dont make the game more real, i think i say this for all RO fans that a radar wont be good for RO2 This reminds me to games like call of duty or medal of honor. Pls tripwire let this feature out of the game sry i hope you understand my english Best wishes boh warpig |
|
#2
|
||||
|
||||
|
look here.
Quote:
__________________
Soon VERY soon |
|
#3
|
|||
|
|||
|
yeah but we dont need such a thing in red orchestra 1 and i dont think that we need it now
![]() whats your mind about this pls tell me |
|
#4
|
||||
|
||||
|
Some people might need it, and Ramm has a point too. In real life your peripheral vision is as large as 180 degrees. And you know that games can't have that kind of FOV because of the fact that screens are small. The "radar" is what enables us to have some sort of peripheral "vision" in the game.
__________________
#1 Bonzai charger |
|
#5
|
|||
|
|||
|
there appears to be no other way unfortunately of giving players a sense of where their direct squad members are. as the game will rely on squad systems apparently, you need to give players some way of keeping track of where they are, as in real life you have all sort of senses that allow you to keep a 3d image in your head of the situation.
__________________
|
|
|
||||
|
||||
|
Quote:
We messed around with modelling this directly, but, frankly it looked damn odd on mock-ups. The problem is that you move your eyes around the screen, without the viewpoint in the game changing, so we had to think about what actual effect do we need to mimic. This became MORE important as we thought about stuff like squad-based play. So, we needed to cover the fact that, when just moving about, the human eye roves all over the place very quickly, so you need a good "general" focus. But you alos have a very good sense of where the rest of your squad are, even if you have to glance round behind you - or you know someone just dived out of site behind a crate. Finally, when you are aiming, you are far more focused on that area - or if you stop and look very carefully in one direction. No, the human eye doesn't have a "zoom" function. But you do go from a very general focus, down to a very specific one. The FOV on screen doesn't accurately mimic what the human eye actually does, so... 1. The game gives you a good, standard view. 2. The mini-map tells you where your squad mates are, that you could see at a glance or hear in r/l. 3. Peripheral movement indicators give you a (small) sense of something going on (substantial movement) in your r/l peripheral field. 4. When you stop and deliberately focus on something, you can see it more clearly - shrinking the FOV in game terms. Bullet whizzes/cracks and direction indicator are designed to help you pick out information in the game world that you get in real life. When someone gets shot in r/l, you are damn well aware which side of you got hit! If someone misses (very close by) you'll get a good sense of where it came from - not accurate, but "left/right/behind". As for a comment made elsewhere about the tac HUD, John put it very nicely - you want to be able to POINT where you want people to go - and I want to be able to remind myself in game what commands are flying around - "fire-team 1, over THERE, rest FOLLOW ME" etc. Icons may change, of course ![]() Everything we are doing is working on the principal of "what would a soldier ACTUALLY know on the battlefield", followed by "how do we translate that into the game world". Some of it is easier than others - not everything will make it in
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|