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A camera in gaming terms just means the players viewing position and angle. How exactly can a view position feel "outdated"?
Its multiple things for example that the camera is mounted on the head of the 3D model.
Here in 7 Days you are invisible and just move a camera.
In games like Battlefield the camera is mounted on your head and you can look down to see your body and watch your animations.
This also help a lot for the game feel when you turn around with a weapon in your hand, because your head moves a bit faster than your hands with your weapon in the hand.
It feels more immersive and more realistic.
Then the Movement which is bound to it.
In 7 Days to Die moving forward feels like floating with a camera over the surface (which is actually also the reality) instead of moving your character.
I mean play games like Arma / DayZ / PUBG and so on it feels way better in terms of moving and turning around.
Okay, this would be providing a first person view of the full player model and texture. Which doesn't really have anything to do with the camera.
And a lot of modern FPS games don't show your legs and feet in first person when you look down. I don't think this has anything to do with being modern or outdated, it's just a design decision.
ehm i guess we are done talking here :D
Well that was easy, next.
Didn't want an actual knowledgeable factual answer eh? :D
(I'm being super honest when I say I haven't the faintest idea how anything I said could possibly have offended you in any imaginable way.)
They’re planning to overhaul all the clothing and armor - basically all the parts that affect how player characters look - for A21, though. So maaaaaybe they’d be so pleased with how that turns out, that they’ll want to show it off in first person. But I really doubt it.
They could do it they are just lazy af, all you have to do is render the body and adjust the clipping plane on the fp cam. Unity engine can do it easily you just parent the camera to the forehead, set clipping plane to 0.01 and boom but TFP are way too lazy to actually spend 15 minutes in the engine to do it.
https://www.youtube.com/watch?v=0aMiztZB2YM
Yes, yes he is. Cant you see how easy it is. Making games is easy you just have to follow youtube videos and before you know it you have a fully working game with many integrated system all working in harmony.
Read what I wrote. How to do it isn’t the issue. There are consequences to doing it.
If your character art and animation aren’t created with this feature in mind, you’re going to have problems. That character model that looks great in third person when you’re on a vehicle doesn’t look so hot when you jam the camera inches away from its shoulders. You can see the limitations in the video: the illusion breaks as soon as the character jumps and you’re looking at the back of its head. You can attach it to the actual head, but you don’t want to do that unless all the head animations have been made smooth and level, to accommodate this feature without making people disoriented or nauseous.
And all the secondary animation, like the head turning ahead of the arms like you mentioned? That doesn’t just happen by changing the camera. That has to be animated. Right now, all the first person animations have been done to look good in first person. The third person animations are separate. They’re made to look good in third person. They don’t account for how much of the screen they’re covering up. Too much or too little is a problem.
And that’s before the first consequence I mentioned: performance. When your camera is inches away from the body, that shoulder pad is now taking up thousands of pixels instead of hundreds. So you need higher resolution texture maps, and more polygons in the geometry. You have a limited budget, and I’m not talking about paying the artists (though that’s a consideration too). You can only have so many texels in memory, so what textures are you willing to cut out so that you can see the player model in first person? You can’t juggle textures in and out in this case, because the player model can be visible at all times.
This would certainly not be a fifteen minute job the devs are too lazy to do. This is a feature they’d have to plan out and budget substantial art time for, and make sacrifices to the rest of the game’s art to execute. We’ve lost entire biomes before because they had to reduce the textures. If we lost something more for the sake of seeing our legs, that would be a bad trade off. Again, in this game, the voxel world is much, much, much more of a selling point than what we look like.