Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Mon Oct 24, 2011 1:45 pm
Yes, I watched the whole thing. Multiple times.
I'd probably use a lightweight but large-diameter sphere as the standing/walking surface. Large enough that it wouldn't "feel" round and wouldn't affect your gait. Gotta be careful not to get too heavy, though, or it won't accelerate naturally. But you should be able to easily use a thin, lightweight composite and be safe, especially if you hang it from a bearing-covered hemisphere beneath the player, with some shock absorbtion built into the hanger.
I also would have a full 360* viewport rendered all the time. Think about it: in the real world the stuff around you doesn't rotate to follow. There's no need to render only what you're seeing in the game. If something's off to your right you should be able to look over your shoulder and see it. There's no reason to stick to a consoleriffic 75* FOV.
And if you're going to use a handheld gun in the thing, USE IT, don't just make it aim the digital gun. Aiming down a real gunsight would add a lot to the immersiveness. You could actually have each of the separate guns you're carrying in-game on your physical self, and you could do something for magazine changes, perhaps have them on a tether so you can remove and replace without having to carry a bunch on you. Maybe integrate some kind of oscillating weight like a large-scale variant of the early DS Rumble Pak for recoil.
Simply adding the ability to walk around and use your arms to aim to a gamepad-oriented game doesn't make a sim. You can do that with Kinect for Hell's sake.