[project1dev] Re: Action Camera!

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 18:41:35 -0700

Wurmz i am in complete agreement.  It's an issue that the game does neat
stuff like bridge collapsing and cave in rocks blocking tunnels and yet they
mostly happen off screen!

From a code POV I'm up for coding just about anything but if we come up with
a cool feature that would take too long to code, we can always do a temp
solution now and do the real solution in a later milestone.

On Thu, May 14, 2009 at 6:19 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>wrote:

> Ahoy folks, got a mini technical question as to how we plan on directing
> peoples attention to particular details in their surroundings...
>
> I bring this up because in light of the awesome script which Kent has been
> so wonderful to write... No one will really look up to see the platforms
> going squish. So how do we want to present it? Would it possible to make
> mini cutscenes where the engine takes over to force the camera where we want
> it to be? There are a few other alternatives I can think of as well, but in
> terms of the boss dying and then the little micro-quake occurring
> immediately after. Even if there is a small pause after combat ends before
> the earthquake appears there is still the ultimate problem that all 3d game
> development companies have had: making the player look UP. There are
> multitudinous other ways to doing so that don't involve taking over the
> players control of the camera which should also be addressed. If you've got
> an idea I recommend you make it as difficult as possible just to make those
> silly code monkeys work. :P
>
> For consistant presentation of the game I think we should probably hash
> this out with some immediacy and might even be worthy of a milestone entry.
> Those are my thoughts. Feel free to leave some input!
>
> -Wurmz
>

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