[project1dev] Re: Action Camera!

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 22:03:39 -0700

The abyss of... 6 feet below you? :P Kinda anti-climactic if you ask me.
Also I think there are few things in the world more annoying than quicktime
events. God of war ruined it for me. hehe

On Thu, May 14, 2009 at 9:37 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

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

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