[pythian] Re: Camera Controls

  • From: Darryl Long <dlong@xxxxxxxxxxxxx>
  • To: pythian@xxxxxxxxxxxxx
  • Date: Mon, 26 May 2003 16:08:06 -0400

That would be extremely confusing for the player if the character =
controls
changed with it.  It also breaks suspension of disbelief.  I think a =
better
solution is just to automatically move the camera closer (and over to =
the
side).

Darryl


> -----Original Message-----
> From: Jens Zetterstr=F6m [mailto:yule@xxxxxxxxxxxx]
> Sent: Monday, May 26, 2003 4:05 PM
> To: pythian@xxxxxxxxxxxxx
> Subject: [pythian] Re: Camera Controls
>=20
>=20
> I think we need a cursor when in 1st person view to.=20
> =20
> But one thing that i think we need to to is fix is a system with =
areas
> that cant only alow 1st person view. So entering a area lite that
> automatly swiches to 1stP and leaving swiching back to 3rd. I=20
> thought of
> this when creating the towers in the fort level. can be=20
> usfull in tight
> areas.
> =20
> //yule
>=20
> <-----Original Message----->
>=20
>                From: Darryl Long
> Sent: 5/26/2003 8:56:40 PM
> To: pythian@xxxxxxxxxxxxx
> Subject: Re: [pythian] Camera Controls=20
>=20
>=20
> A quote from a GamaSutra article on game design:=20
> "Dave Wilson brought it to my attention that there are some=20
> third-person
> 3D=20
> games that give the player no control over the camera at all.=20
> Bad game=20
> designer! That's what 3D environments are for: it costs you nothing,
> zip,=20
> nada, to provide freedom of perspective. Look: the ordinary=20
> human field
> of=20
> view is about 120 degrees wide. The width of the field of view varies =

> considerably in games, and will get larger as HDTV becomes=20
> commonplace,
> but=20
> it's nowhere near 120 degrees in any case. In order to compensate for
> the=20
> fact that the player is effectively trying to play while wearing a =
box
> over=20
> her head, she needs decent camera controls. It can be done=20
> well. Look at
> Spyro the Dragon or Toy Story 2 for the original Playstation,=20
> and you'll
> see=20
> excellent examples of smooth, intuitive, player-controlled cameras."=20
>=20
> The full article is here:=20
> http://www.gamasutra.com/features/20030523/adams_01.shtml=20
> (it's a good=20
> article. I suggest reading it).=20
>=20
> We've discussing camera controls at length already, and I'm=20
> fairly happy
> with the compromise we've come up with, but maybe some other people
> aren't.=20
>=20
> I've been considering (after having it suggested to me=20
> multiple times)=20
> making the control-config identical to an FPS (e.g. Quake=20
> III) when in=20
> first-person camera, and then the way we have it now for 3rd person
> cameras.=20
> That is, in FP mode, the mouse would control the heading and
> look-direction=20
> of the player, and A and D would strafe. You select things by looking
> right=20
> at them (we'd need a target cross in the middle) and pressing the
> button.=20
> In 3P mode, the mouse is just the cursor.=20
>=20
> What do you think?=20
>=20
> Darryl=20
>=20
> .=20
> =09
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>=20

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