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 >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >