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Re: How to realize multiplayer bullet time
[Re: Damocles]
#150935
08/29/07 10:09
08/29/07 10:09
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Yes. The bullet-time player does not really need a trail.
Your version still has problems with synch. There are 2 obvious issues:
1) the bullet time player has several seconds time to experience 1 second of real-time to shoot. If he hits the opponent in second 3 then the real-time player could already be out of the room and is wondering who could hit him there. It would be physically not possible.
2) if the bullet-time player returns then all other players could have left or had several seconds time to shoot you down while you thought it would have been only one second.
It simply would not work this way. Thats why I am suggesting not to change the time. Change the appearance of time instead (e.g. with trails)
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Re: How to realize multiplayer bullet time
[Re: Machinery_Frank]
#150936
08/29/07 10:16
08/29/07 10:16
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Joined: Jan 2003
Posts: 4,305
Damocles
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Joined: Jan 2003
Posts: 4,305
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1) the bullet time player has several seconds of real-time slowed down to 1 second to shoot. If he hits the opponent in second 3 then the real play could already be out of the room and is wondering who could hit him there. It would be physically not possible.
Yes, the other player would receive the hit when he already passed a wall, but you could call this a "hit from the past". Reminding the player, that he got hit a few seconds ago, and now receives the damage. This is up to making this plausible to the player.
2) if the bullet-time player returns then all other players could have left or had several seconds time to shoot you down while you thought it would have been only one second.
The bullettime player is in a transparent, streched "hard to hit" state, and will after the bullettime recive "hits from the past".
Your trail system would work, but it would be not a bullettime if the bullets are not slowed down too. (making the bullettim player shooting at slower speed - reloadtime is also slower) And the shot-at player would also receive hits onto a position he had in the past.
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there is no way around than slowing down the game for everyone, or slowing it down for everyone for a part of the map (as mentioned in the time bubbles)
People outside of the timebubble would have then enough time to aim a good shot at the players inside the bubble though.
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Re: How to realize multiplayer bullet time
[Re: Damocles]
#150937
08/29/07 10:51
08/29/07 10:51
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Quote:
Glider 2 uses this kind of bubble too.
so does time-splitter 3, with a time-grenade.
i like damocles' idea.
i personally think that bullet-time has been somewhat overused since max payne (i love that game) because everyone wants to be as cool as the matrix / max payne (btw matrix games lick aged scrotums; they shoulda got a more polished producer to make them). the traditional (slash "homage" to max payne) shoot-dive that happens in so many games has started to feel not just dated, but would be flawed in a multiplayer setting because people who play such action games usually want to compare reflex skills, which has stuff-all to do with bullet-time.
for example, a well-placed "sloth-sniper" shot could put a character into a state of slowed time. this would require skill from the player, and then could be used to (for example) catch-up-to and slit-the-throat-of the flag carrier in a CTF.
having a well-weighted rag-doll which merges with animations would look amazing as you take advantage the other player with various blunt implements (cricket-bat? sticky-grenade?)
i think i've drifted into inconsistent rambling by now, but those are my thoughts.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: How to realize multiplayer bullet time
[Re: Machinery_Frank]
#150939
08/29/07 11:22
08/29/07 11:22
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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But here is another option:
Time-Shooting. You could have an option to shoot another kind of bullet (time bullet) with right mouse-click that changes time for the persons involved into this fight. So if you hit player B then you and player B will get into another time dimension.
They will disappear and can battle in an instance of this level in bullet-time one-on-one. The player A is like Max Payne with standard controls in slow-motion and the player B is also slowed down but with very little or no control.
You can change the colors via post-processing to clearly show the difference.
After that they turn back to the real-time server (maybe with slightly or drastically changed positions to prevent other people waiting for their return).
Models, Textures and Games from Dexsoft
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Re: How to realize multiplayer bullet time
[Re: Machinery_Frank]
#150940
08/29/07 12:01
08/29/07 12:01
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Quote:
(...) So if you hit player B then you and player B will get into another time dimension. (...)
That makes sense! With one weapon you could shot an enemie and both are captured in that time dimension (everything else is blue or so and the in realtime actin players are visible, but blurred or so) and you fight each other for 10 seconds or so. When, this time is over the time dimension implodes and throws you to random spawnpoints.
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Re: How to realize multiplayer bullet time
[Re: HeelX]
#150941
08/29/07 15:42
08/29/07 15:42
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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Well, timeparadox is not simple matter ^^
If it'd be very very hard to get feature (once per life e.g) or as an special bonus, it'd be possible not to get whines of "spamming time".
Also you must make the players understand that the moment he and the foe gets into the bullet time effect, they will lose the flow of time, but are unaffected by the surroundings. The moment they will go into bullet time effect, they will blur, get transparent and stop moving.
After the effect is gone (few seconds) they will be returned to the "real" world and assigned to the position they were left when they went to the slow motion.
It is IMPOSSIBLE to synch the time with slow and normal time (not to talk about fast). It'd be paradox, and even if possible, very annoying.
"Yesterday was once today's tomorrow."
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Re: How to realize multiplayer bullet time
[Re: William]
#150943
08/30/07 05:30
08/30/07 05:30
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
we feel familiar in singleplayer games while moving as players in bullet time shooting all our enemies - with coolness and elegance.
BARRRFFFF
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