#14269 posted by
metlslime on 2016/12/12 09:35:46
Needs more horizontality.
#14270 posted by
PRITCHARD on 2016/12/12 14:39:43
The trick is to pitch the level 45 degrees so that you cover the most of each axis. That way you have plenty of verticality and horizontality.
Reminds Me Of An Idea I Once Had
#14274 posted by
killpixel on 2016/12/12 19:04:33
which is 1) probably terrible and 2) probably already been implemented at some point and proven to be terrible.
the idea: an fps with normal player movement with the addition of being able to rotate the entire level. can't get to a switch beyond your reach? rotate! trying to get to a hole in the ceiling? rotate! is that wall just a skoshe too high? rotate!
Sounds like a migraine inducing pukefest. I hate myself for even thinking of this.
That's Actually A Superb Idea
#14275 posted by
Kinn on 2016/12/12 19:08:30
and you should get to making it before some numbnuts steals the idea and turns it into the next Portal and makes a ton of money.
Fez 2: Canadian Bloobloobloo
#14278 posted by
Mugwump on 2016/12/12 19:19:15
I imagined the same thing for a game based on Escher's drawings. Hipnotic and AD do rotations. Would it be possible to rotate an entire map? That would probably be a mapping nightmare.
While not being rotation per se, Cube had the possibility of shifting gravitational direction so you could walk on walls and ceilings to a similar effect.
#14275
#14279 posted by
Mugwump on 2016/12/12 19:23:13
Funny that you mentioned Portal because I remember playing a puzzle game (not first person, though) on the PS1, I think, where you had to escape a series of cubic rooms which you needed to rotate to reach the exit. The name eludes me.
#14278
#14280 posted by
Kinn on 2016/12/12 19:49:25
Of course the best implementation would be to "fake" it by simply rotating gravity and camera orientation - the level would actually be (mostly) static - no need to make it literally rotate.
Dynamic entities in the level would need to react to the shifting gravity though - that's where all the work would go.
#14281 posted by
negke on 2016/12/12 20:02:28
1. Just replay Prey.
2. Not only vertical; it needs to rotate freely around all axes.
#14282 posted by
Kinn on 2016/12/12 20:04:42
Not sure if you're implying I was only talking about vertical because I wasn't - the gravity vector can be any orientation.
Escher
#14283 posted by
killpixel on 2016/12/12 20:17:02
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth. In a 3d game you have a variable perspective and actual depth. I remember seeing a 2d escher game on steam that looked pretty nifty.
#14284 posted by
mjb on 2016/12/12 20:38:34
Just replay Prey.
Best use of "topsy-turvy" for a fps in my opinion.
#14286 posted by
Mugwump on 2016/12/12 22:20:24
simply rotating gravity
Quake supports this?
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth.
Yeah, I should have mentioned this idea was mostly inspired by his maze-of-staircases stuff. I realize that his optical illusions would be harder if not impossible to pull off.
#14286
#14287 posted by
Kinn on 2016/12/12 22:22:48
We're not talking about a Quake mod.
Jedi Knight
#14289 posted by
madfox on 2016/12/12 23:31:38
Makes me think of an old map from "the jedi returns". There was this spacecrft that hung diagonally, where the player hangs downunder.
A strange experience, for all elevators work arcangle.
#14290 posted by
dwere on 2016/12/12 23:36:19
Serious Sam supports it.
But not the HD remake, AFAIK.
Seriously
#14291 posted by
mjb on 2016/12/13 03:09:26
Nope, HD takes away the awesome gravity stuff...was a large disappoint for me.
I Vote.
#14292 posted by
Shambler on 2016/12/13 13:48:39
Rotating Kinn and changing his gravity.