WC4 Remake first test

Pedro

Admiral
10701

This is the camera Defiance originally intended (I'm now loading the cameras from the model files he provides so you don't get stuck with programmer settings). This would be the default view closely mirroring the original. The joystick and throttle were primarily meant for VR, so for any players opting for a more traditional view the hands/ legs wouldn't even be visible. We'll add them but will prioritize other things.

Anyway the reason I'm setting this up is my next focus will be the cockpit camera and it raises questions. Quarto suggests looking to WCP's cockpit - that rolled the cockpit without impacting the ship or the HUD. Again it's the most recent example of a WC title but it's still 2 decades old. Would anyone object to moving the camera instead of the cockpit and having the reticule adjust accordingly? This seems to be what RGO, Star Citizen and other titles do.

Just for my own knowledge (no promises on what options we'll add) but what cockpit settings would people use if available?
HUD only (classic style)
The above minimalist cockpit
WC3 style cockpit with joystick/ legs visible (note that in 16:9 this will mean even more lost screen space)
 
To be clear - my intention here would be that the default view would be the above image, however - the player could still look around the cockpit using a hatswitch/D-Pad for snap views/free look. More like what you see in a modern flight sim; because why bother building the full cockpit otherwise?

For the headshake question above, it depends on how we interpret the HUD in WC4. If we assume the HUD is projected onto the helmet visor ala WCP, then the cockpit motion would follow WCP-like standards (ie, the HUD is static and doesn't move) this is a potentially reasonable assumption based on real-world helmets today. However, if the HUD is projected onto a plate or holographically rendered in a single fixed-forward position (like gen 2-4 fighters - which is equally reasonable) then the thought would be that high-g or extended maneuvers would possibly pull the eyepoint out of alignment with the HUD (not drastically, but more like the pilot's head is being pulled by the forces acting on it) making aiming for the ITTS pipper more important.

The FMV doesn't really give us alot of HUD imagery to draw from regarding the actual HUD and how it's rendered in a Hellcat.
 

ChrisReid

Super Soaker Collector / Administrator
I think it comes down to what's more realistic (and less nauseating) for the player. A small amount of movement helps for immersion, overdoing it can become an annoying distraction. It's hard to say what's best here without seeing it in practice, but I would lean towards a static reticle and dynamic cockpit (I guess like WCP?).
 

Pedro

Admiral
Thanks, it's hard to tell if that's the cockpit or the eye because the effect is so subtle, but the end effect is similar to RGO.

I actually took a look at the recent release of SC and it's a lot more in-line with what DI suggested based on flight combat games so I'll probably discount the reticule they had in earlier releases.

EDIT: I wasn't expecting this to hit the news as there's nothing new to see. I'll try and hold back my updates until there's something of note
 
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ChrisReid

Super Soaker Collector / Administrator
EDIT: I wasn't expecting this to hit the news as there's nothing new to see. I'll try and hold back my updates until there's something of note
As surprising as this may be, there are occasionally slow news days in the world of Wing Commander in 2019. :) On those rare days, the threshold for newsworthiness could be lower than usual, and even relatively minor updates are helpful then.
 

Pedro

Admiral

So a few details on the CIC birthday video.
1: Nothing had a second pass, so the particle effects lighting etc are unchanged (but both are a high priority). The two things tweaked are those mentioned in this thread; cockpit motion and shield appearance

2: We did the damage hud elements with 2D images but realised too late the more sensible thing would be to render wireframe models instead to potentially allow us to animate them a bit.

3: It may be subtle but there is cockpit motion. Playing RGO I realised perhaps it was more subtle than it needed to be at the last minute so one of the clips has it dialled up higher. We went for wcp fake cockpit motion in the end (I don’t think it ended up applied to the zoomed out cockpit, something I didn’t think about until after recording the video as it was a last minute addition).

All will probably be quiet for a while as we go back and improve the workflow.
Whilst everything is first pass I’d love feedback based on what is seen here. One of the motivations for throwing in features quickly was to get opinions before going too far in one direction.
 
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