7 Days to Die

7 Days to Die

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SeloCGN Dec 13, 2021 @ 6:36am
Can you please rework the movement and camera to feel better ?
It feels very outdated and would improve the game feel by a lot imo
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Showing 1-15 of 18 comments
...👑 JOST AMMAN 👑... (Banned) Dec 13, 2021 @ 6:45am 
???
AerobiCidE Dec 13, 2021 @ 6:53am 
?
JimmyIowa Dec 13, 2021 @ 6:57am 
Are you playing in third person or something? It's not clear what you mean.

A camera in gaming terms just means the players viewing position and angle. How exactly can a view position feel "outdated"?
Last edited by JimmyIowa; Dec 13, 2021 @ 6:58am
SeloCGN Dec 13, 2021 @ 7:18am 
Originally posted by JimmyIowa:
Are you playing in third person or something? It's not clear what you mean.

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 How exactly can a view position feel "outdated"?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.
Last edited by SeloCGN; Dec 13, 2021 @ 7:20am
JimmyIowa Dec 13, 2021 @ 7:25am 
Originally posted by Selo:
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

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 I don't think this has anything to do with being modern or outdated, it's just a design decision.
Last edited by JimmyIowa; Dec 13, 2021 @ 7:27am
SeloCGN Dec 13, 2021 @ 7:32am 
Originally posted by JimmyIowa:
Originally posted by Selo:
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

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
simon Dec 13, 2021 @ 7:37am 
Originally posted by Selo:
Originally posted by JimmyIowa:

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.
JimmyIowa Dec 13, 2021 @ 7:39am 
Originally posted by Selo:
ehm i guess we are done talking here :D

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.)
Last edited by JimmyIowa; Dec 13, 2021 @ 7:42am
Crater Creator Dec 13, 2021 @ 7:44am 
I love when games do that! Unfortunately, I don’t think TFP would do it. They get enough complaints about performance already, without rendering a whole player character at high enough fidelity to stand up to scrutiny in first person. One expects some art sacrifices for the sake of the voxel world, and skipping this is low hanging fruit. In other words, 7DtD already goes above and beyond with the fully destructible world. Going above and beyond on the first person view model isn’t their claim to fame, and it’s too late to change focus now.

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.
Viking Dec 13, 2021 @ 8:55am 
Originally posted by Crater Creator:
I love when games do that! Unfortunately, I don’t think TFP would do it. They get enough complaints about performance already, without rendering a whole player character at high enough fidelity to stand up to scrutiny in first person. One expects some art sacrifices for the sake of the voxel world, and skipping this is low hanging fruit. In other words, 7DtD already goes above and beyond with the fully destructible world. Going above and beyond on the first person view model isn’t their claim to fame, and it’s too late to change focus now.

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
Last edited by Viking; Dec 13, 2021 @ 8:59am
...👑 JOST AMMAN 👑... (Banned) Dec 13, 2021 @ 10:31am 
Originally posted by ApocNizmith:
Originally posted by Crater Creator:
I love when games do that! Unfortunately, I don’t think TFP would do it. They get enough complaints about performance already, without rendering a whole player character at high enough fidelity to stand up to scrutiny in first person. One expects some art sacrifices for the sake of the voxel world, and skipping this is low hanging fruit. In other words, 7DtD already goes above and beyond with the fully destructible world. Going above and beyond on the first person view model isn’t their claim to fame, and it’s too late to change focus now.

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
Are you really linking a Unity tutorial, as a reference for a full professional game? :lunar2019deadpanpig:
simon Dec 13, 2021 @ 11:13am 
Originally posted by ⚜ JOST AMMAN ⚜:
Originally posted by ApocNizmith:

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
Are you really linking a Unity tutorial, as a reference for a full professional game? :lunar2019deadpanpig:

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.
Ragequit Inc. Dec 13, 2021 @ 12:48pm 
"Old school" doesn't mean 'outdated'. I think it actually feels great. Very 'sharp', unlike the console game controls that a lot of games these days have. #PCMR :steammocking:
ANCAP Cat Trap Dec 13, 2021 @ 5:01pm 
There is no momentum to movement and your camera doesnt actually feel like it is attatched to something there is no animation for sprinting jumping etc in first person it just feels like you are changing your X Y Z Coordinates and thats it
Crater Creator Dec 13, 2021 @ 6:13pm 
Originally posted by ApocNizmith:
Originally posted by Crater Creator:
I love when games do that! Unfortunately, I don’t think TFP would do it. They get enough complaints about performance already, without rendering a whole player character at high enough fidelity to stand up to scrutiny in first person. One expects some art sacrifices for the sake of the voxel world, and skipping this is low hanging fruit. In other words, 7DtD already goes above and beyond with the fully destructible world. Going above and beyond on the first person view model isn’t their claim to fame, and it’s too late to change focus now.

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

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.
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Date Posted: Dec 13, 2021 @ 6:36am
Posts: 18