Wednesday, November 16, 2011

Postmodern Warfare


I've been watching a lot of videos of Battlefield/Modern Warfare 3 and one thing that disappoints me is the movement and shooting are still basically Quake 1 with a few adjustments for "realism".  For A New Zero I've been working on physically modelling a humanoid body, which is harder than it sounds and it sounds hard.  I've been getting close to a point where I can use it in game, today I finally hacked it in and I'm surprised how much better it feels already.  The subtle movement of the head makes it feel like you're an actual person instead of a gun that moves.  When the gun fires it applies a force to the right hand, which causes your whole body to shake a bit.  Right now the body is a bit too floppy, but that shouldn't be too hard to fix.  I'm aiming for having a new test with the first-person combat finished by the end of this week.

18 comments:

Carbon52 said...

Holy crap, that is the best first person movement Ive seen in a game in a long time. Looks don't matter too much when you've got an awesome feel to it.

Montpelier Bic said...

Die by the Sword and Operation Flashpoint (and... Corncob 3D?) just simultaneously burst out of their graves to high five this post.

(Question: Won't A New Zero require several internets taped together to function online once you have added physics-based Everything?)

Anonymous said...

Wow, this is looking great.

coolguy1 said...
This comment has been removed by the author.
coolguy1 said...

Man that jump the camera looked like some one actually jumped that gap with a camera, this is so cool.

Pozo said...

The Arma series has a feature that is extremely useful.

In pretty much every standard FPS you look around with your whole body, but in Arma if you hold or double-hit the "Alt" key, your head moves seperately from the rest of your body. This allows you to keep running in one direction and look around becoming aware of your surroundings.

This game would be perfect for that feature in first person.

Skiv said...

Hooooooooooooooly goddamn. That was awesome! ME WANT NEW ANZ

dionvc said...

You just won all the internets

Alexander "SquidLord" Williams said...

There's some pretty fantastic motion already in that video.

You might try letting the joints go limp a bit more gradually on the death event, not-quite-ragdolling as it falls. As it stands, it looks a bit too stiff on collapse but it should be really easy to just loosen the springiness over a second or so to get a solid collapse.

Did you ever see and/or play a game called DropTeam (http://www.battlefront.com/products/dropteam/)? My friends and I played a disturbing amount of it, before the core servers went away as did the development team. A terrible state of affairs, but on the positive side, I can absolutely imagine ANZ being the inheritor of that kind of drop-in multi-weapon-platform, multi-interface (in the sense of artillery being targetable from the top-down map, deployable automated turrets, infantry as squads), comfortable play style.

I'm definitely on-board and fascinated.

James R. P. said...

I am amazed, by an amazing amount.

Sherlock21st said...

What you should do is make the human model behave like they do in Grand Theft Auto IV - IF you didn't get too much of the code done by now. When they're walking around and such, its animation, but when they're flung about, they use ragdoll physics.

Dovahkiin said...

#Sherlock21st
Actually GTA4 uses http://www.naturalmotion.com/euphoria

Dovahkiin said...

Regarding the movement, it might look natural now, but playing a game while the screen shakes like that would only make me puke. Head bob from real life walking is one thing, head bob from games is a whole different thing. When playing a game your head stays still and the screen just shakes like that creating a disturbing effect in the long run.

Retro said...

I must confess I usually just skip over New Zero posts, since the graphics didn't lure me in. But today I came back and played the video and I'm pleasantly surprised. This DOES look good. I always like the REAL first person view like in Mirror's Edge or before that Operation Flashpoint where the view is really attached to a body. Kudos, I'll be checking this closely now!

Stratagerm said...

What Dovahkiin said is very important.

I've played thousands of hours of first & third person 3-D games without ever experiencing motion sickness, but I always turn head bob off.

But watching even this short clip was distinctly unpleasant. The camera is bouncing around way too much for comfort. There was nothing subtle about the head movement.

There's a reason why most FPS games act like stable gun platforms--they don't want to make a large percentage of their customers too ill to play.

Unless you have an option for a completely stable head, your innovation will amount to suicide as your game will acquire a reputation for inducing motion sickness.

Please note the information about fighter pilots in this Siggraph piece on simulator sickness.

Note also where it says that "...in motion systems, motion at 0.2 hz is particularly nauscogenic." While not a motion system, it seems that some of the modelled head oscillation wasn't far off from 0.2 hz.

Nathan Franck said...

Yes! I've been waiting for someone to do this! Good on you!

Acrovore said...

I think that a combination of head tracking and 3d glasses could solve the motion sickness issue, but then again, it might exacerbate it instead.

D said...

I had never really noticed how much that rigidity/fake movement had muted immersion in those games until you mentioned it. This looks like a solid start.

Good point about motion-sickness, but do keep in mind, he did say the bodies were to loose in this video.