letterboxing is what you see when you watch a widescreen movie on your tv and it doesnt cut off the edges. it's the black bars eric was suggesting we use them in our game as an indication that a cinematic is happening which is a pretty neat way to show the player what's going on IMO :P On Thu, May 14, 2009 at 9:08 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>wrote: > Okay I have to ask... what is letterboxing? > > > On Thu, May 14, 2009 at 9:06 PM, Matthew Freeland > <mattthefiend@xxxxxxxxx>wrote: > >> Well in games like half-life where the game never interrupts your input >> the way they handle it is key lighting and directional sound to make you >> look a direction. That's really smart and fairly easy to do with good QA... >> the problem with this particular case of the boss dying is that you have to >> rapidly reorient yourself after the battle and shift back into exploring >> mode. As the quake effect happens so quickly it's undoubtedly going to be >> missed 99% of the time so I think it's going to be requisite that the game >> pause for a sec after the battle and goes to either a scripted cinematic or >> even a pre-rendered event just so people get a feel for whats going on. >> >> My problem with the active sound/key lighting approach is that it CAN be >> good, but frequently when you have lots of colors and sounds floating around >> it's difficult to keep track of what is 'key' lighting. An example would be >> F.E.A.R., i don't know if many of you have seen/played it, but it does the >> whole ambient horror effects really well, but alot of times you get these >> annoying visions of ghosts or demons or whatever they are that try and scare >> the crap out of you. Sounds good in theory, but you walk into a room full of >> blood stains and weird noises and all the sudden loud scraping noise >> indicating one of the ghosts is popping up happens and while you're >> scrambling to try and find them and make sure ones not going to shank you >> when you're not looking you either fall off a cliff or end up missing them >> entirely because as it was being developed it was assumed you would be >> looking at THAT pool of blood on the left side of the room with the shiny >> light on it, instead of the one on the right side of the room with the 2 >> shiny lights on it. >> >> /end rant >> >> God I hated F.E.A.R.. >> >> >> On Thu, May 14, 2009 at 8:57 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> Yeah, we could definitely do things like that. >>> >>> I think the only thing stopping us from doing that right now is the lack >>> of the ability to ignore player input for a period of time. >>> >>> We currently have the ability to offset the camera (its how we shake the >>> screen) so we could offset it along a specified path as events happened. >>> >>> If we were going to go this route wed eventually want a system were you >>> can specify points of interest as a point and a camera looking vector, and >>> have splines interpolate between the points but if you guys and Eric wants >>> to go this route we might have to hold off on advanced features for now (: >>> >>> >>> >>> On Thu, May 14, 2009 at 8:54 PM, Matthew Freeland < >>> mattthefiend@xxxxxxxxx> wrote: >>> >>>> Alternatively we can make it super cinematic and go to a flying third >>>> person camera that we can script like of like it were actually a scene in a >>>> movie. Think about it this way... The big scary cave monster at the end >>>> dies, after combat ends it goes to a quick cinematic that is just the >>>> camera >>>> moving on its own free-flying that pans and zooms out all hollywood-esque >>>> and shows the big scary monster falling to the ground briefly followed by >>>> lots of little rocks and debris falling down on its body followed by some >>>> big pieces of the catwalk above and the rocks that block your passage. Then >>>> the camera sweeps back into the position it was in prior to whipping the >>>> big >>>> scary cave monsters ass. Could be sweet. >>>> >>>> -Wurmz >>>> >>>> >>>> On Thu, May 14, 2009 at 8:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> I think panning the camera would work better than zooming out because >>>>> if you zoom out, you have no clue if the event is on screen or not. >>>>> >>>>> If you move the camera, you know for sure what the player is looking at >>>>> >>>>> >>>>> >>>>> On Thu, May 14, 2009 at 7:58 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> I kinda like wurmz idea of taking control of the camera and making a >>>>>> cut scene. We could lock player control and fly the camera over. Or even >>>>>> simpler then that would be locking the camera and zooming out. Then >>>>>> zooming >>>>>> back in after the boss dies. >>>>>> >>>>>> >>>>>> On Thu, May 14, 2009 at 6:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> 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 >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >