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 >=20 >=20 >=20 >=20