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by tgb 3077 days ago
I enjoyed this. One suggestion: scopes currently are over-powered in an uninteresting way. One thing that works well for top-down games is to not have the view purely centered on the player, but to have it move in the direction of the mouse pointer. That way, I see more in the direction I'm looking and less "behind" me, which is realistic. A scope then allows me to see even further in the direction I'm looking, but hence less behind me. This seems like the right balance and requires more skill to handle the trade-off properly. You can even go further and have, when the mouse is aimed sufficiently far from the player, for the screen far from the mouse to black out. Thereby allowing a "sniper scope" effect.

Does anyone here remember BaboViolent 2? All of these suggestions were done in that, particularly for the sniper rifle weapon (my personal favorite). In that game, it was important to balance your mouse pointer at a "kinda far" distance with the sniper rifle that wasn't so far that the screen blacked out and hence you still had peripheral vision but still got an increased field of view.

2 comments

I liked your thoughts/suggestions. It’s possible to expand even further on the realism of FOV in 2D games, see this example [1]. It changes the gameplay mechanics significantly, of course.

[1] https://www.youtube.com/watch?v=SfG9MTFbEZ8

How does the network code to only transmit positions of players in your view work? Right now I imagine a simple quad tree is sufficient. Or it just broadcasts all the players to everyone all the time.