• TropicalDingdong@lemmy.world
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    10 months ago

    fixed perspective fps means you can’t look around separately than your can move your character. The original doom and castle wolfenstein were like this. You can rotate your view but you don’t have an independent camera ( that came with the quake engine ).

    • A_Very_Big_Fan@lemmy.world
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      10 months ago

      I’m not sure I’m following. I’ve never known Quake or Doom to have a camera independent of your player character’s perspective (at least without console commands or demo tools)

      • TropicalDingdong@lemmy.world
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        10 months ago

        I’m not sure I’m following. I’ve never known Quake or Doom to have a camera independent of your player character’s perspective (at least without console commands or demo tools)

        That’s exactly the point. Your perspective isn’t independent of your plane of movement.

      • MrScottyTay@sh.itjust.works
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        10 months ago

        In doom and the at the time doom clones you couldn’t look up and down. The world looked 3d but technically wasn’t. They couldn’t even have rooms above each other because of this. The games were at a technical level top down shooters but viewed from the first person perspective of your character with graphical renderings likely using raycasting to give the illusion of a 3d space around you.

      • TropicalDingdong@lemmy.world
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        10 months ago

        Exactly. Kids these days.

        For clarification if you dont get it:

        You had four keys for motion: wasd

        Two for rotation: q and e.

        You couldn’t necessarily change your perspective independent of your plane of movement. This had to be done simultaneously.

        Strafing as its currently understood didnt exist until your ‘perspective’ became un-fixed from your ability to move. It was at this point that the shooters became ‘truly’ 3d.