Parallax Issues and Third Person Shooters
Right now I'm developing a third-person shooter and have run into a problem with my camera offset, the position where my weapon trace starts and the crosshair location. The problem I've run into is where it looks like I should be able to hit someone, because of my crosshair but I cannot because the barrel of my gun is behind the wall. I've run into similar issues in other third-person shooters I've played where the crosshair is deceptive in notifying the player that an enemy can be shot.
I've noticed how other games have dealt with this problem by starting the weapon trace from the middle of the screen or starting the weapon trace from the player's shoulder (on the arm with the trigger finger). I suppose that if a game has cover animation it could help with this issue as well.
The team I'm working on is small so new cover animations isn't something we could do right away.
Does anyone have any tricks to dealing with this to make this parallax issue less noticeable?
Posted Feb 23, 2013, 12:16 AM UTC
What I'm doing is running a trace from the camera for most weapons. So the bullet actually comes from the camera.
Most spells are guided so I just send them in the general direction they need to go, and for shotguns, I parented the camera to an location marker that is a certain distance in front of it, and I make the bullets so they come from the shotgun toward that location. I had to also make the camera orbit the player closer for shotguns to make it look right, and had to adjust the distance a few times, but it works pretty well now.
I also do this, Fire the trace/bullets from the Camera Location. Im fairly sure a lot of older Games do this (probably still do?). I know Gears of War 1 did, which caused a issue where you could kill players standing behind you! http://www.youtube.com/watch?v=ubtiOZeT2CA
I'm planning to make a fix for that by projecting the start of the trace forward a bit. I know tracing from the camera is kinda cheap, but I just don't like the idea of a moveable crosshair, or of using 2 raytraces and IK to make the gun face where the camera is pointing. And even with that, players will have to worry about hitting wall corners.