Re: Animated breathing deviation
Posted: 2009-09-01 07:07
Perhaps the sway would only be triggered by physical movement (WASD), or triggered by firing.
The swaying animation would last for the estimated amount of time until deviation reached it's minimum. (Physical movement would cause a long sway, whereas a firing sway would only last a shorter amount of time)
The reticle wouldn't reflect the actual point-of-aim for players, but it would still provide a visual deviation. (The reticle could swing off from where the bullets would actually land, but in close quarters it would be minimal enough to ignore while walking because you could aim accurately enough in those small spaces since the sights would only sway so much. Over longer distances, the sway would become more prominent.
If the ring in which the reticle would 'sway' matched the ring of max deviation (I guess at 300m, since they are 'zeroed' for it), then the reticle could sway independently and would match the amount of deviation a bullet could have at that range (of course, the bullet will still not come out where the reticle is pointed, but it would be much harder to aim when the reticle is off the 'center' of the screen, since you could try to fire where the reticle is but 'deviation' would cause you to miss since you haven't bothered to settle.
Preferably, the reticle overlay would actually stay in the middle of the screen, and the landscape viewed through it (and where the gun would actually be aimed) would sway, so that players can't just put a mark on their screen to tell where the bullets should land even when swaying.
IMO, a sway-pattern would act most basically as a 'visual' form of deviation, where it still causes the player to shoot off target, only it becomes more 'obvious' as to why, and will make players feel a bit more comfortable knowing when to shoot.
Just shooting the breeze, not sure if any of the above is possible, or whether it'd be good for gameplay.
The swaying animation would last for the estimated amount of time until deviation reached it's minimum. (Physical movement would cause a long sway, whereas a firing sway would only last a shorter amount of time)
The reticle wouldn't reflect the actual point-of-aim for players, but it would still provide a visual deviation. (The reticle could swing off from where the bullets would actually land, but in close quarters it would be minimal enough to ignore while walking because you could aim accurately enough in those small spaces since the sights would only sway so much. Over longer distances, the sway would become more prominent.
If the ring in which the reticle would 'sway' matched the ring of max deviation (I guess at 300m, since they are 'zeroed' for it), then the reticle could sway independently and would match the amount of deviation a bullet could have at that range (of course, the bullet will still not come out where the reticle is pointed, but it would be much harder to aim when the reticle is off the 'center' of the screen, since you could try to fire where the reticle is but 'deviation' would cause you to miss since you haven't bothered to settle.
Preferably, the reticle overlay would actually stay in the middle of the screen, and the landscape viewed through it (and where the gun would actually be aimed) would sway, so that players can't just put a mark on their screen to tell where the bullets should land even when swaying.
IMO, a sway-pattern would act most basically as a 'visual' form of deviation, where it still causes the player to shoot off target, only it becomes more 'obvious' as to why, and will make players feel a bit more comfortable knowing when to shoot.
Just shooting the breeze, not sure if any of the above is possible, or whether it'd be good for gameplay.