Re: Trespasser Reloaded - Recoded
Posted: Thu Jul 08, 2010 3:16 pm
That wouldn't be Trespasser anymore...RexHunter99 wrote:and you can't move her arm while she holds a weapon.
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That wouldn't be Trespasser anymore...RexHunter99 wrote:and you can't move her arm while she holds a weapon.
what I mean is that I don't want to good. Not like todays games, otherwise we can make a new game insted. Making a new Trespasser engine and change everything Trespasser stand for would be to make a new game. I like the Trespasser graphic, only if we could make it so you could read signs etc much more. No need to improve the graphic to much.Second Illiteration wrote:So you don't want better graphics?
I agree with you guys too! I really love the physic-based animations and I also think it's not good that you couldn't move the arm when holding a weapon. I think the basics of Trespasser, what really makes the game Trespasser should be kept, and other things should be improved. I think it's not a bad thing to improve the graphics, but I don't want the basics to be changed either.tatu wrote:what I mean is that I don't want to good. Not like todays games, otherwise we can make a new game insted. Making a new Trespasser engine and change everything Trespasser stand for would be to make a new game. I like the Trespasser graphic, only if we could make it so you could read signs etc much more. No need to improve the graphic to much.Second Illiteration wrote:So you don't want better graphics?
Also I agree with machf. You should ALWAYS be able to move your hand.
Because the arm is what makes Trespasser unique. You can shoot a weapon sideways, you can swing it as a club... you don't need to center the enemy in the middle of the screen. You only need to learn how to use it, once you do you feel comfortable with it.RexHunter99 wrote: As for Anne, the player, I wouldn't remove the arm, it was the unique feature that grabbed me when I first played the game, and it's fine to use until we get to weapons, then things become a pain to manipulate, many people attempt to move Anne's arm to aim at dinosaurs, I learned just to center the weapon in a position that made me comfortable and move the screen to line up te shot, but still many people who began to play the game gave up simply because the arm frustrated them when it came to weapons, so why not at least fix something even the Dev's admitted went wrong? I wouldn't dream of removing her arm for other things though.
Can we compromise then? What if I make it an option, one that lets newbies decide what way they want to control the weapons and one for us older players used to how we handle weapons.machf wrote:Because the arm is what makes Trespasser unique. You can shoot a weapon sideways, you can swing it as a club... you don't need to center the enemy in the middle of the screen. You only need to learn how to use it, once you do you feel comfortable with it.RexHunter99 wrote: As for Anne, the player, I wouldn't remove the arm, it was the unique feature that grabbed me when I first played the game, and it's fine to use until we get to weapons, then things become a pain to manipulate, many people attempt to move Anne's arm to aim at dinosaurs, I learned just to center the weapon in a position that made me comfortable and move the screen to line up te shot, but still many people who began to play the game gave up simply because the arm frustrated them when it came to weapons, so why not at least fix something even the Dev's admitted went wrong? I wouldn't dream of removing her arm for other things though.
Yes please, let's make it an option so the players can decide between them!RexHunter99 wrote:Can we compromise then? What if I make it an option, one that lets newbies decide what way they want to control the weapons and one for us older players used to how we handle weapons.machf wrote:Because the arm is what makes Trespasser unique. You can shoot a weapon sideways, you can swing it as a club... you don't need to center the enemy in the middle of the screen. You only need to learn how to use it, once you do you feel comfortable with it.RexHunter99 wrote: As for Anne, the player, I wouldn't remove the arm, it was the unique feature that grabbed me when I first played the game, and it's fine to use until we get to weapons, then things become a pain to manipulate, many people attempt to move Anne's arm to aim at dinosaurs, I learned just to center the weapon in a position that made me comfortable and move the screen to line up te shot, but still many people who began to play the game gave up simply because the arm frustrated them when it came to weapons, so why not at least fix something even the Dev's admitted went wrong? I wouldn't dream of removing her arm for other things though.
Sort of a "keep arm centered" checkbox?RexHunter99 wrote: Can we compromise then? What if I make it an option, one that lets newbies decide what way they want to control the weapons and one for us older players used to how we handle weapons.
How does physics based animation relate to the distance and maximum of creatures active? Doesn't Grand Theft Auto 4 use physics based animations? It can have a very large amount of people active. Same thing with tripping and getting stuck, people in GTA4 don't trip of get stuck.RexHunter99 wrote:Physics based animations are still not possible, we keep believing it is but it isn't, if we used physics-based we'd still have a small limit to how many dinosaurs can be active, we'd still have the very small distance dinosaurs can be active and we'd still have the huge problem of dinosaurs tripping over themselves, of getting stuck within themselves or other objects.
If you dislike the game so much, then why are you even here?Andreas Triassicus wrote:Trespasser was not a good product by far, and although it was revolutionary in many areas it had (and still has) too many technical shortcomings that seriously affected the playability and enjoyment, hence all the bad reviews. And now that it seems we (well, you guys) have the chance, why not try to do more than only improving fps? Finally we can make it the enjoyable experience it was meant to be from the start! If all we're going to end up with is just a little smoother running edition of the same bug-ridden, rushed excuse for a game, then what is the point?
But she's obviously seen movies or read books or even seen pro's wield weapons, just because I'd like her to hold a gun at her hip doesn't mean she's going to go all pro and hit everything no matter what she does, I'd more than be happy to make the recoil and weapon accuracy decrease greatly, and aiming down the sights is just common sense, and even then the weapons would not be as accurate as if a Marine or Soldier were holding them.Nick3069 wrote:My cousin loves the game, but he's not a big fan of the arm, he would prefer if there was an auto-center, auto-pickup (for weapons at least) and crosshair. The ATX "AIM" command takes care of the crosshair, though.
Anne never held a gun in her life, it wouldn't make sense if she knew how to hold a gun like a pro and calculate exactly where the projectile will hit. The arm mechanics simulate that very well, and it makes the game unique. It should definitely not be removed, the idea of turning an option on/off sounds good to me, if you don't mind doing more programming that is.
How? In Trespasser they limited the distance and number due to how much logic time it took to process them (Trespasser runs really well without Dinosaurs active, once the dinos are active the fps drops heavily and the real glitches begin...) even with todays advances in hardware and with the heavy use of mutliple threads (for instance, I could process all AI in a single thread on another core of your CPU) we can't have that many creatures active at once, and the distance we could have them active at would be hampered to make sure closer dinosaurs get logic time too.Nick3069 wrote: How does physics based animation relate to the distance and maximum of creatures active? Doesn't Grand Theft Auto 4 use physics based animations? It can have a very large amount of people active. Same thing with tripping and getting stuck, people in GTA4 don't trip of get stuck.
Maybe he's been waiting for someone to come out and begin doing what I am, as for changing major parts of the game, it seems most of you are so scared that I'm just going to go out and turn Trespasser into some foriegn monster when I'd be more than happy to go back and change features to suit Trespasser's style, there are some things in Trespasser even I love too much to have them change drastically, but then, why can't we experiment? What's there to lose if we try out something new?Nick3069 wrote: If you dislike the game so much, then why are you even here?
Of course, any bugs that can be fixed should be fixed, if it doesn't change major parts of the game.
You are telling me you want Trespasser: Recoded to be a generic FPS like Turok was?
No, no, you got me wrong. I have been in love with Trespasser since I read the preview in Games Master in 1998, played the demo and finally the full game in 99. I have played through that game more times than I can think of, with all kinds of hardware, exploring every corner of the game. One can hardly say i dislike it. But honestly, as a game (the total experience) it had too many issues and was a disappointment. I think RexHunter sums it up quite nicely.Nick3069 wrote:If you dislike the game so much, then why are you even here?Andreas Triassicus wrote:Trespasser was not a good product by far, and although it was revolutionary in many areas it had (and still has) too many technical shortcomings that seriously affected the playability and enjoyment, hence all the bad reviews. And now that it seems we (well, you guys) have the chance, why not try to do more than only improving fps? Finally we can make it the enjoyable experience it was meant to be from the start! If all we're going to end up with is just a little smoother running edition of the same bug-ridden, rushed excuse for a game, then what is the point?
Of course, any bugs that can be fixed should be fixed, if it doesn't change major parts of the game.
You are telling me you want Trespasser: Recoded to be a generic FPS like Turok was?