HumanitZ

HumanitZ

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TEKK3N Jul 18, 2024 @ 3:10am
Character Movement: What did it change exactly?
Maybe I am missing something but I cannot see any difference between the before and after the character movement update.
The camera still feels awkward as hell.

Is there an option to automatically turn the camera to the position the cursor is pointing at without clicking a button all the time?
To be precise, I don't want to use middle-mouse to turn the camera, I want the camera to turn automatically following the cursor.

Is it possible, or basically nothing really changed?
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Showing 1-15 of 18 comments
The Derektor Jul 18, 2024 @ 5:01pm 
Originally posted by TEKK3N:
Maybe I am missing something but I cannot see any difference between the before and after the character movement update.
The camera still feels awkward as hell.

Is there an option to automatically turn the camera to the position the cursor is pointing at without clicking a button all the time?
To be precise, I don't want to use middle-mouse to turn the camera, I want the camera to turn automatically following the cursor.

Is it possible, or basically nothing really changed?
No, we currently do not have a MnK setup, but we are looking into a "move your mouse to move your camera" setup, just right now it's kind of janky which is why we haven't pushed it. On controller, you CAN use this function by using the right thumbstick when not in ranged combat mode. Melee combat feels fantastic, ranged combat we're still tweaking to be a little better.
Makeithappen Jul 18, 2024 @ 11:36pm 
On keyboard and mouse you can use the Q and E keys to turn the camera.

This is probably the meat and potatoes of the whole design of combat.
Use the RMB (right mouse button) on your mouse to lock the direction your character is facing. They will face the direction of where your Retinal dot/crosshair is. Then freely move the mouse and your character will follow the cursor. This also helps if you need to face another direction fast. Have a weapon equipped and you are good to go.

Aim small, miss small
Zoom in enough when fighting. Just enough so I can judge actions better. Zoomed out too much and you'll be making more mistakes and you'll have a harder time lining up crosshairs. I use Q and E to turn camera if I need to. Usually this is for when a building or tree or some other object is covering my camera vision. Zoomed in you sacrifice that wide vision, but unless you are fighting humans with guns you might not need that much vision. Plus that is what the binoculars, Guns, scoped weapons, etc are for.

My own habits when playing.
I usually leave my mouse crosshairs about an inch above my characters head. So If I don't move the mouse I can keep the crosshairs or dot in the same place on the screen and it lines up when travel in the direction of the crosshair. That way any threat ahead of me that comes up I will be a bit more prepared to fight with ranged weapons and I'm not searching the screen for my cursor. There might not be any other practical use for this for someone else, but it helps me remember where my cursor is so that I'm not searching for it.

I hope these help anyone looking to refine their gameplay a bit better with the controls. Maybe one day we will get some sort of tutorial in the future. As of right now its just a learning curve of figuring out what settings work for you.
Last edited by Makeithappen; Jul 18, 2024 @ 11:38pm
TEKK3N Jul 19, 2024 @ 2:14am 
I really don't get it.

People have been complaining forever about the awkward camera movement which is also the main reason why this game gets its bad reviews.
You said that you changed the camera movement in the last update, except you didn't, apparently.
The game movement is janky as usual.

It's like you want your game to fail.

It looks like you never played an isometric ARPG to be honest, because you think that the camera movement in this game it's standard for this genre.
It isn't.

Generally in isometric games the walls of the buildings become transparent when you approach them so you don't need to turn the camera too often.
But in this game the walls DON'T BECOME TRANSPARENT, so you need to turn the camera very often, and doing this manually gets tedious really, really fast.

So you got only two solutions:
1) Either you make the walls transparent, which you already said it's never gonna happen.
2) Or you make the camera move towards where the mouse is pointing at.

If you keep failing to address this issue because you think it's unimportant, this game will fail, trust me. Camera movement in an ARPG is one of the most important things.
I play ARPG since Diablo I, and I can tell you that this game has the worst camera movement of any ARPG I played since then.

I really don't understand how difficult can it be to lock the camera to follow the mouse direction.
It literally takes 5 minutes to do so in Unreal Engine.
Seriously guys wake up, please.
You are wasting all the potentiality of this game, for refusing to make a 5 minute modification on Unreal Engine.
Makeithappen Jul 19, 2024 @ 7:44am 
Originally posted by TEKK3N:
I really don't get it.

People have been complaining forever about the awkward camera movement which is also the main reason why this game gets its bad reviews.
You said that you changed the camera movement in the last update, except you didn't, apparently.
The game movement is janky as usual.

It's like you want your game to fail.

It looks like you never played an isometric ARPG to be honest, because you think that the camera movement in this game it's standard for this genre.
It isn't.

Generally in isometric games the walls of the buildings become transparent when you approach them so you don't need to turn the camera too often.
But in this game the walls DON'T BECOME TRANSPARENT, so you need to turn the camera very often, and doing this manually gets tedious really, really fast.

So you got only two solutions:
1) Either you make the walls transparent, which you already said it's never gonna happen.
2) Or you make the camera move towards where the mouse is pointing at.

If you keep failing to address this issue because you think it's unimportant, this game will fail, trust me. Camera movement in an ARPG is one of the most important things.
I play ARPG since Diablo I, and I can tell you that this game has the worst camera movement of any ARPG I played since then.

I really don't understand how difficult can it be to lock the camera to follow the mouse direction.
It literally takes 5 minutes to do so in Unreal Engine.
Seriously guys wake up, please.
You are wasting all the potentiality of this game, for refusing to make a 5 minute modification on Unreal Engine.

So i'm just another person that bought the game. I thought I would respond to this discussion.

With the camera change while exiting a building, maybe some adjustments can be made so that you do not lose total vision of your character. A tiny bubble of transparency around your character might work. Sort of like how Project Zomboid has it. You still have to move your camera, but at least the spacial awareness isn't deafening. So for a small change I agree. It would make the experience a bit more smooth.

I have never played an isometric game that is free moving like this one except for Project Zomboid. Most isometric games ive played were turn based. So I can't speak on behalf of other isometric games that give transparency to walls or other things like you say. I have no issues with it because I don't really have anything to compare it to. Other than PZ. But its been years since I played that. For me this game is fresh and new and so is the controls. I have no issues with learning through adversity.

The reason I think buildings shouldn't have transparent walls is because it adds to the risk of entering buildings and not knowing what is around the corner. My solution is to listen for danger and it helps with this as zombies can be pretty loud. It also adds to the horror aspect of the game. So you get wary of entering buildings. I once broke through a closed garage to find 3-5 zombies waiting for me when it opened up. A fun little moment.

In the demo I played and the controls felt janky. I'll have to look back at mouse sensitivity settings if there are some for camera movement that I changed, but I've been able to overcome a lot of the camera issues I was having by rewiring how I think about I usually do things like in Project Zomboid. It is just a learning curve to overcome with this game at the moment. So I'm totally over it.


Side note: I felt the Q and E keys worked fine with the WASD keys. The only issue I had with that is trying to use E when my character was moving using the key D as I use my index finger for both keys.
TEKK3N Jul 19, 2024 @ 11:59am 
If you played Project Zomboid you should know that the walls becomes transparent only when you are inside, so it doesn't ruin the element of surprise when you enter a building.

The problem with Humanitz is that it does not have this feature at all, so when you enter a building, and there is a zombie hiding behind the wall, you are not gonna see it unless you move the camera manually, and by the time you do it and manage to target him properly, you are already dead or almost.

It is also annoying looting building without the transparent walls as you could miss chests or lootable items hidden by the wall. And again, if you want to make sure you don't miss anything you have to move the camera manually everytime you enter a room.
Really, really tedious.

I really don't see why it is so difficult to just lock the camera with the mouse direction. We are really talking basic coding, nothing too complicated.
The Derektor Jul 19, 2024 @ 2:19pm 
Originally posted by TEKK3N:
If you played Project Zomboid you should know that the walls becomes transparent only when you are inside, so it doesn't ruin the element of surprise when you enter a building.

The problem with Humanitz is that it does not have this feature at all, so when you enter a building, and there is a zombie hiding behind the wall, you are not gonna see it unless you move the camera manually, and by the time you do it and manage to target him properly, you are already dead or almost.

It is also annoying looting building without the transparent walls as you could miss chests or lootable items hidden by the wall. And again, if you want to make sure you don't miss anything you have to move the camera manually everytime you enter a room.
Really, really tedious.

I really don't see why it is so difficult to just lock the camera with the mouse direction. We are really talking basic coding, nothing too complicated.
Sorry you feel that way Tekken. We have no plans to implement translucent walls, but we are looking at a LoS mechanic for the future. We are also looking at more camera/movement controls to help players better enjoy their experience. While it may not be to some people's liking, we do have a solid community so far who have enjoyed the mechanics. We may not be able to please everyone, but we will do our best to bring features to the game to improve the player experience while not defiling the vision of the team. We thank you for your patience during Early Access.
Makeithappen Jul 19, 2024 @ 4:24pm 
I see a line of sight mechanic. That is awesome. Yeah that might be the best compromise given the difficulty tekken is having.
Will we be given loS through doorways if we are facing an open door or window?
The Derektor Jul 20, 2024 @ 4:58am 
Originally posted by Booker:
I see a line of sight mechanic. That is awesome. Yeah that might be the best compromise given the difficulty tekken is having.
Will we be given loS through doorways if we are facing an open door or window?
That’s the idea, but this isn’t set in stone. It’s just something we’re looking into, it’s not even in the testing phase. We don’t want Fog of War delineation. Check out how Tunguska does theirs. Something similar.
Makeithappen Jul 20, 2024 @ 7:25am 
Originally posted by Derachnaphobic:
Originally posted by Booker:
I see a line of sight mechanic. That is awesome. Yeah that might be the best compromise given the difficulty tekken is having.
Will we be given loS through doorways if we are facing an open door or window?
That’s the idea, but this isn’t set in stone. It’s just something we’re looking into, it’s not even in the testing phase. We don’t want Fog of War delineation. Check out how Tunguska does theirs. Something similar.

I went ahead and checked out Tunguska. I get what you mean without the fog of war. Yeah I can see how humanitz is setup similarly. Thanks for answering my question. Keep up the great work. :)
TEKK3N Jul 21, 2024 @ 10:20am 
Ok guys, I don't think you are understanding what I am saying.

The festure I am asking for is already in game.
It can be performed by clicking and holding the middle mouse.

What I am asking is to make this action automated so I don't have to hold the middle mouse myself.
Basically the game should work as the middle mouse is always pressed.
Make it an option if you will so other people can play with the default settings if they choose so.
I don't think this should be too difficult to implement.

I hope that clears things up.
Last edited by TEKK3N; Jul 21, 2024 @ 10:22am
Makeithappen Jul 21, 2024 @ 10:47am 
Originally posted by TEKK3N:
Ok guys, I don't think you are understanding what I am saying.

The festure I am asking for is already in game.
It can be performed by clicking and holding the middle mouse.

What I am asking is to make this action automated so I don't have to hold the middle mouse myself.
Basically the game should work as the middle mouse is always pressed.
Make it an option if you will so other people can play with the default settings if they choose so.
I don't think this should be too difficult to implement.

I hope that clears things up.
gotcha. well who knows maybe they will put that in. It would make camera movement smooth. Or completely disorienting.
Musekater Jul 21, 2024 @ 8:44pm 
My 2 :cointris: to the player and camera movement:

I think it fails at the point where the devs tried to merge in the hack and slash element and the 3rd person movement. Mixed together it falls short to that mess it is now.
On top of that I feel restricted with the camera angle that I cannot turn the camera down enough which is weird when you are used to 3rd person games. Sure, you shouldn see the horizon because ther are binoculars and stuff, but them simply add fog of war and give me the freedom of camera positioning.

Then as an approach implement a strict hack and slash movement and a switch to 3rd person where the avatar turns without that hustle it now is. Maybe a switch from 3rd/H&S/mixed (and then advanced options)

Also driving a car feels also bad only because of the angle which excludes the horizon plus I cannot even turn the camera while driving, ... why?
Last edited by Musekater; Jul 21, 2024 @ 8:45pm
Makeithappen Jul 21, 2024 @ 8:58pm 
Originally posted by Musekater:
My 2 :cointris: to the player and camera movement:

I think it fails at the point where the devs tried to merge in the hack and slash element and the 3rd person movement. Mixed together it falls short to that mess it is now.
On top of that I feel restricted with the camera angle that I cannot turn the camera down enough which is weird when you are used to 3rd person games. Sure, you shouldn see the horizon because ther are binoculars and stuff, but them simply add fog of war and give me the freedom of camera positioning.

Then as an approach implement a strict hack and slash movement and a switch to 3rd person where the avatar turns without that hustle it now is. Maybe a switch from 3rd/H&S/mixed (and then advanced options)

Also driving a car feels also bad only because of the angle which excludes the horizon plus I cannot even turn the camera while driving, ... why?

I think the car was basically setup the way it was just to drive it and will probably have more development later and freedom on camera angles. It does feel very placid.
Bauer Jul 23, 2024 @ 6:32pm 
Originally posted by TEKK3N:
Ok guys, I don't think you are understanding what I am saying.

The festure I am asking for is already in game.
It can be performed by clicking and holding the middle mouse.

What I am asking is to make this action automated so I don't have to hold the middle mouse myself.
Basically the game should work as the middle mouse is always pressed.
Make it an option if you will so other people can play with the default settings if they choose so.
I don't think this should be too difficult to implement.

I hope that clears things up.

This makes perfect sense and should be an easy (ish) update to make in an upcoming patch surely. Im out until it happens. I get it but just dont like it and I play for enjoyment.
Makeithappen Jul 23, 2024 @ 8:01pm 
Originally posted by Bauer:
Originally posted by TEKK3N:
Ok guys, I don't think you are understanding what I am saying.

The festure I am asking for is already in game.
It can be performed by clicking and holding the middle mouse.

What I am asking is to make this action automated so I don't have to hold the middle mouse myself.
Basically the game should work as the middle mouse is always pressed.
Make it an option if you will so other people can play with the default settings if they choose so.
I don't think this should be too difficult to implement.

I hope that clears things up.

This makes perfect sense and should be an easy (ish) update to make in an upcoming patch surely. Im out until it happens. I get it but just dont like it and I play for enjoyment.
roger and out.
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Date Posted: Jul 18, 2024 @ 3:10am
Posts: 18