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ForumsDiscussion Forum → Half-Life 3
Half-Life 3
2010-11-08, 9:14 AM #1
Okay, not really, but it got you in here. It is Half-Life related though!



Makes me want to continue the damn story already.
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2010-11-08, 9:29 AM #2
misleading title ruined my day even further

prick
2010-11-08, 9:38 AM #3
You have upset me. It was kinda a cool video though.
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2010-11-08, 9:46 AM #4
This video does remind me how it'd be nice to actually see my feet and such when I look down in the Half-Life games.
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2010-11-08, 9:59 AM #5
If only gameplay could be like that. If it's intended to be a sort of game as opposed to just a movie, then it wouldn't really work that smoothly (and make playing pretty difficult).
2010-11-08, 10:04 AM #6
That was dang cool.
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2010-11-08, 10:28 AM #7
By the way, where the hell is exactly any Episode 3 news...seriously..they've released two L4D games in the time between Episode 2 and now..priorities. Please.

Half-Life is what made Valve superstars, the least they could do is focus their efforts on giving us a satisfying conclusion. I love every Half-Life game, I like the fact they take their time and wait UNTIL ITS DONE. However, I am afraid that they might eventually start milking this series. Episode 3 in my opinion should be a huge finale in this long story arc from Half-Life 1.

I wouldn't mind some smaller spin-offs after, such as Adrian Shepard from Opposing Force could be brought back for the 7 Hour War..7 hours of gameplay right there.
2010-11-08, 10:40 AM #8
You know, when fantasizing about games in my head, ideas like pinning and more things to "do" seem really awesome and contributing to immersion, but in practice I think the average player would find a lot of those mechanics to be tasking and (there's a better word) overcomplicated. Edit: Meticulous.
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2010-11-08, 10:54 AM #9
I've always thought that moving away from this current idea of direct-robot-control of players might be a smart idea. No matter how smooth you make animations, you're still telling your character to "look" and "move" and there's only so much fluid movement that can be directly portrayed that way. In the end, if you do that, you're still going to be getting snagged on corners, stuck on little bits of floor, not realizing your head or hand is sticking out from behind or through your cover, etc.

Point being, I think that it'd be worth trying to make a "suggestive" rather than "direct" control scheme work in a FPS game. Where when you walk past a pipe sticking out of a wall, you don't get snagged, your character rolls his shoulder around it...or ducks his head a bit under it. When you stand by a wall, he doesn't just stand there with his face right in the wall, he turns his side or back to it (not like a "take cover" button, but just naturally, automatically). Essentially instead of controlling the character, you control what the character WANTS to do, and the game works out how best, most naturally, and smoothly to accomplish that. We ought to be getting to the point where these is technologically reasonable.

Separating the player from direct control like that does have severe opportunities for frustrating problems, though..but if you could pull it off, you could get something that would play and look very similar to that video, and at the same time eliminate some of the OTHER frustrating problems, like someone shooting the top of your head while you scream "I CAN'T CROUCH ANY LOWER DAMMIT".
Warhead[97]
2010-11-08, 12:03 PM #10
Many games already have small touches like that.

Mirror's Edge's whole gameplay is far more interactive with the environment, but also the character will respond automatically on occassions, such as stepping up instead of jumping, putting hands up when near a wall, grabbing ledges differently depending on how you hit them, etc.

Assassin's Creed also does similar, except with NPCs in the game. The most obvious is walking through the crowd vs. running. Running, you'll push people over, but walking, you'll slowly ease your way through, turning your body, putting your hands up, etc.
2010-11-08, 1:07 PM #11
If that was the game, it would be one giant quick time event.
2010-11-08, 4:01 PM #12
I want Assassin's Creed 3 with support for the Kinect.
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2010-11-08, 5:02 PM #13
Third person shooters also solve a lot of the problems. By putting you outside, they give you a much wider FOV, and you get an, ironically, more realistic sense of space around your character.
2010-11-08, 7:47 PM #14
I think 'Brink' is trying to do that, make a parkour like FPS. I also get that feeling when I play stuff like 'Splinter Cell Conviction'. It can be amusing when you vault several objects in a few seconds.
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