[project1dev] Re: Action Camera!

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 21:27:07 -0700

ahhhhh that sounds nifty. :D I agree as well that pre-rendered cinematics
are a bad idea, was just floating the idea.

On Thu, May 14, 2009 at 9:17 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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

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