T:V Kill Cam- make it happen

Pages : 1 [2]

sender
11-06-2003, 02:50 PM
kill cam only for OO snipers.

Void|deadjawa
11-06-2003, 03:39 PM
It's not worth making a massive gameplay change like that for something that has no bearing on gameplay at all.

Yeah, because things like "production values" are not important to games at all :rolleyes:

Diablo Escobar
11-06-2003, 07:07 PM
you could implement killcam for arena and deathmatch gametypes

CTF.....I think i'd use it in pubs, but not in matches. I don't take pubs so seriously that I can't wait 5 seconds to see how the fucker got me.

Plus think of all the awesome movies, vids, etc.. that would come out of having the kill cam

Natural
11-06-2003, 09:31 PM
As someone in the gaming industry once told me,

Instant replay is hard.

Yaason
11-07-2003, 12:33 AM
there should be an option to view shots like that in demos. and add a damn rewind

sender
11-07-2003, 01:03 AM
As someone in the gaming industry once told me,
foreach (player) {
position[player][jiffies%FRAMES_TO_RECORD].x = player.x
position[player][jiffies%FRAMES_TO_RECORD].y = player.y
position[player][JIFFIES%FRAMES_TO_RECORD].z = player.z
current_start_index = jiffies%FRAMES_TO_RECORD;
}

if (play_death)
replay (position)

doesn't seem so hard.

of course

//render engine
foreach (polygon)
draw(polygon);

NAT Mav
11-07-2003, 07:06 AM
It can't be THAT difficult to do. Hell, there was practically the same thing possible in T1. Havoc had a few different types of missles that could be guided by the player, from the missle's POV. The POV switched back to the player on impact, but having it delay a few seconds should be easy.