Re: [Suggestion] Arms for D-9341

#11
Cridone wrote: I'd also rather have an animated body for D-9341 that picks up items, holds onto levers/switches, and presses buttons like Miles from Outlast.
I was just thinking that, but as much as that would be cool, I don't think it'd be possible, plus, this game relies on picking up and pressing things from behind you if you're looking at 173.
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Re: [Suggestion] Arms for D-9341

#12
The engine can NOT handle anything as complicated as outlasts first person view. It uses, to my understanding, many combined animations to allow movement and looking animations at the same time, along with well timed actions like button bushing and level pulling synched up with the item animation. In unreal, the animations can be linked together proceduraly, but in Blitz3D, every animation has to be seperate. It wouldnt work well or look good in game, and would be a pain in the ass anyway.
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Re: [Suggestion] Arms for D-9341

#13
Twisted Polygon wrote:The engine can NOT handle anything as complicated as outlasts first person view. It uses, to my understanding, many combined animations to allow movement and looking animations at the same time, along with well timed actions like button bushing and level pulling synched up with the item animation. In unreal, the animations can be linked together proceduraly, but in Blitz3D, every animation has to be seperate. It wouldnt work well or look good in game, and would be a pain in the ass anyway.
Yeah, and for the people who say that you can splice models and can do it in the editing program, it's not worth the effort.
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Re: [Suggestion] Arms for D-9341

#14
So, I see that we have different opinions here. If the engine can handle the arms and they get implemented, it should be optional, either as a mod or as an option in the menu.
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Re: [Suggestion] Arms for D-9341

#16
D-9999 wrote:I'm personally against having arms for D-9341. The player IS D-9341, therefore adding arms would break the immersion. The only game I know that actually did the arms/body thing good is Outlast, and that's because the player is only controlling said character. I think we're fine the way we are. The hand icon is fine and should stay as such. I guess you see my point.
I see your point but we shouldn't take any decision yet until we see how the arms would be in the game.
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Re: [Suggestion] Arms for D-9341

#17
D-9999 wrote:I'm personally against having arms for D-9341. The player IS D-9341, therefore adding arms would break the immersion. The only game I know that actually did the arms/body thing good is Outlast, and that's because the player is only controlling said character. I think we're fine the way we are. The hand icon is fine and should stay as such. I guess you see my point.
IMO i feel it'd be more immersion deepening since you would see you have "arms" to interact with the world of the game in some way.
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Re: [Suggestion] Arms for D-9341

#18
Irontaco wrote:IMO i feel it'd be more immersion deepening since you would see you have "arms" to interact with the world of the game in some way.
What if the hands of your character don't match your skin tone? I don't find that very immersive, especially if that character is intended to be me or at least left vague enough for character channeling.
Last edited by Omniary on Wed Mar 05, 2014 6:56 pm, edited 1 time in total.
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Re: [Suggestion] Arms for D-9341

#19
Omniary wrote:
Irontaco wrote:IMO i feel it'd be more immersion deepening since you would see you have "arms" to interact with the world of the game in some way.
What if the hands of your character don't match your skin tone? I don't find that very immersive, especially if that character is intended to be me.
Maybe a slider option? Or atleast some options.
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