Page 12 of 12

Re: Daggerfall Unity Test Build 1

Posted: Fri Oct 23, 2015 10:55 am
by LypyL
I was about to report a bug that I was the size of a hobbit instead of a Nord, when it dawned on me you implemented crouching :lol:

Re: Daggerfall Unity Test Build 1

Posted: Fri Oct 23, 2015 8:24 pm
by BansheeXYZ
I can't remember how the original game did it, but crouching should work like running where it's a "press-and-hold" toggle, not a traditional toggle.

Re: Daggerfall Unity Test Build 1

Posted: Fri Oct 23, 2015 9:13 pm
by GothwayBum
Crouch is c here for anyone that didn't know, and the original was toggled by pressing once, on dosbox you can toggle run like that by setting it to capslock.

Re: Daggerfall Unity Test Build 1

Posted: Fri Oct 23, 2015 11:43 pm
by BansheeXYZ
I've literally never played a fps game where crouching was a permanent toggle. Daggerfall had some really awkward design choices that should be treated as bugs and not vanilla defaults. The whole crosshair toggling affair was similarly bad and unnecessary. This also made freelook while moving/attacking very hard. But looks like this project has already taken steps to correct that.

Re: Daggerfall Unity Test Build 1

Posted: Sat Oct 24, 2015 12:00 am
by Interkarma
LypyL wrote:I was about to report a bug that I was the size of a hobbit instead of a Nord, when it dawned on me you implemented crouching :lol:
:D
BansheeXYZ wrote:I can't remember how the original game did it, but crouching should work like running where it's a "press-and-hold" toggle, not a traditional toggle.
Welcome to the forums, BansgeeXYZ. :) I do it exactly the way Daggerfall does.

Re: Daggerfall Unity Test Build 1

Posted: Sat Oct 24, 2015 2:24 am
by Interkarma
Closing this topic as Test Build 2 will be available soon.