PFO Unity Engine + Oculus + forced first person perspective?


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Goblin Squad Member

They need to have both X and Y axes invertible. I have to have forward = down. I also need left and right reversed (i.e. if I move the mouse right, the camera needs to move right and thus moving the view in front of the character left). If I can get those options, I'll be quite disoriented because the view is moving in unpredictable ways. Also, don't hard-wire the left and right mouse buttons, use the OS settings.

Goblin Squad Member

Drakhan Valane wrote:
I also need left and right reversed (i.e. if I move the mouse right, the camera needs to move right and thus moving the view in front of the character left).

I have the hardest time using Google Street View because of this. For me, it's intuitive that I'm moving my character's eyes right or left.

That said, I definitely hope they allow the type of keyboard and input customization that you need.

I also hope they don't force me to click things. If I had my way, I wouldn't even see a mouse cursor in-game, and the mouse would always be moving my eyes around the world - and moving me forward if I had both mouse buttons pressed.

Goblin Squad Member

Relevant?

Goblin Squad Member

Nihimon wrote:

Relevant?

I spent a *lot* more than four hours the first time I fired up CoH. Just on the costume.

Goblinworks Executive Founder

Huh. I've never been able to shake "I want to see what's to my right, so I move the mouse right; I want to see what's off the top of the screen, therefore up."

I'm not personally concerned about which button performs which action, but that's only because I can make my buttons send whatever commands I want them to, up to and including a series of commands with delays that repeats while held.

Goblin Squad Member

That's completely foreign to me, Decius. But I also don't know left from right (the words don't connect to the directions for me), so that might have something to do with it? As far as buttons go, it's extremely frustrating for me when I am required to left-click to activate a button when the right button is my primary (I had to think for a bit to make sure I had the correct buttons here =P). There are plenty of games that don't provide the courtesy of letting the OS's swapped Left and Right do their thing.

Goblin Squad Member

I'm left-handed, so I want/need a full suite of keybindings allowed to accommodate my brain. Too many games lock the numeric keypad to Ghod-knows-what, and even some of the ones that allow numeric-remapping still perma-bind the numpad's enter key. If they choose to lock something on the left side of the keyboard, I'd probably be okay, but the right side's MINE! :-p

Shadow Lodge

Kobold Cleaver wrote:
Great, let's make the game especially inconvenient so you never know what's going on. Not many people will wear helms if they obscure your vision, you know.

That's not bad is it. It would force players to pick between either added protection, or full vision. There's a mod for Oblivion that added this, which I enjoy (Other than Madness helms), and it would be more dynamic in a multiplayer game.

I think that FPV should at least be an option. I'd take the handicap to add to the immersion.


Or people would just avoid playing character archetypes who depend on restricting their own vision. Go monks, am I right?

Goblin Squad Member

Oculus+omni

Goblin Squad Member

Oculus rollercoaster demo

Goblin Squad Member

i am still hoping goblin works will attach cameras in the eyes of their player models, and have a rotating neck.
all the gadgets aside, it will allow the characters to look with their head when doing a mouse look, instead of pivoting around on their feet like a robot.
And this kickstarter just came out
Omni
I plan to use it for PFO.

Goblin Squad Member

Pretty sweet. I think I should just have a USB port and get a direct feed.

Scarab Sages Goblin Squad Member

Being wrote:
Pretty sweet. I think I should just have a USB port and get a direct feed.

Sounds like a plan to me. Cut my reception of actual signals from my inner ears while I'm playing and give me fake signals that match the visuals. Link hit points to synthetic pain signals and you'll see most people being a lot more careful in combat.

Goblin Squad Member

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Xaer wrote:
Oculus+omni

Wow that looks awesome! But I'm just going to throw out there that your average gamer would keel over and die partway through your average gaming session.

Wouldn't that be awesome if we all had to use them?

"Charge!!!"

"Hold on I need to catch my breath!"

"Dammit have you been eating cheeseburgers and Mountain Dew again?!"

"Yeah but...."

"You're out of this guild! You make me sick!!! You're supposed to be keeping up a rigid exercise routine and diet. We're gamers dammit!!! We'll never make it onto the Halo 6 Olympic team at this rate!!!"


Well....I've said before...even if it was a long time ago...

For me personally if this is again some kind of meta-"third person" view I'll stay well clear of it.

99% of all MMO's have the WoW-style so called "third person view" which is actually almost like first person view only it is behind the shoulder...and you can zoom out.

Like I said before I'd like isometric view to be standard (and the game designed around that!). I know however that this is probably wishfull thinking as I think remember seeing a short video where the typical MMO graphics engine was displayed.

I hope some developer in the future finally looks to epic old games like Neverwinter Nights 1 and makes a proper isometric MMORPG instead of all crap we have to choose from nowdays.

Not to talk about all the action elements put into RPG's today it is more like an FPS...or maybe I'm just too old...

Anyway...if it is more like I said it would also be a lot closer to pen and paper feeling...

Goblin Squad Member

superfly2000 wrote:
... I'd like isometric view to be standard...

"Isometric" as in the classic Ultima view? That seems like a major step back. Even Lord British's new project, Shroud of the Avatar, is moving away from the isometric view to what you call "typical MMO graphics".

Shroud of the Avatar Gameplay - Graveyard. The actual gameplay starts at 0:22.

Of course, if it's possible, I'd certainly like to see an option offered that allowed you to play with the camera angle you're most comfortable with...

Goblin Squad Member

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Does Unity support the "holding down one mouse button rotates your character, holding down the other rotates your camera" concept? That's my favourite control scheme.

Goblin Squad Member

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Jazzlvraz wrote:
That's my favourite control scheme.

Mine too. I refer to it as Mouse-Move/Mouse-Look. I resisted it when it first came out, but once I made the switch, I don't think I could ever go back.

The ability to use your mouse to instantly point your eyes in a different direction is vastly superior to holding down a key and waiting for the pan to get to the right spot. And if you're moving across multiple axes, then you have to hold another key and wait for it to pan, too.

This is why I have been so vocal in asking the devs to please not require me to click things in the world a lot. Instead, just let me point my camera at the object and hit a key.

Goblin Squad Member

1 person marked this as a favorite.

@Jazz,
Yes

Goblinworks Executive Founder

Nitpick: "isometric" refers to a projection in which parallel lines of equal actual length have equal projected length, and parallel lines have parallel projections.

Isometric is NOT a generic term for having the camera set above the action and looking down.

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