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Full Version: First Person VS Third Person RPG
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Huh, I hadn't notice the project name. Well, if you want help laying out story stuff or art, let me know. I'm no good at animations and I'm not a great artist, but I'll do what I can.
I'm also willing to help out with story ideas or general world-building brainstorming, if you need it.
f-ffff thank you guys. I appreciate the offers. I'll keep that in mind when I can finally get to the point where I start plugging things in.
One thing to look at for advantages for first would be personal visual effects. Hallucinations would make a lot more sense and feel more personal to the first person perspective than the third. Same goes for blurred vision unless you're opting for total blur in which case the perspective isn't as important.
That's an interesting point... you can do a lot of fun things with status effects from the first-person perspective... as PSC (do you have a preferred nickname? >>;) mentioned, you can do hallucinations and various degrees of blinding (I guess these could relate to Confusion and decreased accuracy), but you could also do things like actually having the screen go black for Sleep.
(You can call me anything you feel like if I can figure it out. PSC works fine.)

You could also illustrate various states of health like that. Say you have 100% health, things look great, maybe even a little bright.
You have 30% health. Things are darker, the screen has a faded red tint. The screen moves a little bit to look like you're panting.
In concern of the enemies encounters. My personal preference is that you can see them in the environment, this gives the player the option to avoid unwanted encounters (Like when you visit again an already completed dungeon and wants to save time from unnecessary battles).
I feel like random encounters in a first-person perspective would be pretty jarring.
(10-23-2015, 08:06 PM)Kriven Wrote: [ -> ]I feel like random encounters in a first-person perspective would be pretty jarring.

Since one of things that a first person style couldĀ benefit is a surprise element feel to the player, so maybe this could be explored? Like a special type of enemy, like a ambusher, or a stealth unit.
Something like the dogs in Resident Evil hopping through the window. Encounters that aren't explicitly obvious can be a thing, but they'd need a reason. They wouldn't really be random. They'd be like other encounters, but they'd rely more on tells than a guy standing there. Like, have a bunch of spider webs to let people know there's a spider around the corner.
Subtle shadows on the floor... bats swoop down from off-screen when you get too close.. be observant.
Maybe some audio queues as well if its something ominous. Wanna avoid the big bad monster if you're not planning on killing it.
I really like the idea of this with a sci-fi kind of setting so you could justify things with a screen, and the environment affecting the glass of a helmet.
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