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 >