[project1dev] Re: Action Camera!

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 23:37:30 -0500

I think the bridge should collapse after you step on it and you have to
press a button really quick to not fall into the abyss with it. :P




On Thu, May 14, 2009 at 11:36 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> oh ok
>
> well hey, i personally am not against them, i just think in the middle of a
> level they would look weird.
>
> having them at pivotal points though or something would at least make them
> not stick out as not matching the rest of the game.
>
> i dont know how eric feels about them though so again i defer to him lol
>
>
> On Thu, May 14, 2009 at 9:27 PM, Matthew Freeland 
> <mattthefiend@xxxxxxxxx>wrote:
>
>> 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
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: