[project1dev] Re: Action Camera!

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 22:40:49 -0700

Ya know, easier than all of this would be to just move the boss back farther
or make him ambush you from a different direction.

Did we decide on what we were doing?

On Thu, May 14, 2009 at 10:03 PM, Matthew Freeland
<mattthefiend@xxxxxxxxx>wrote:

> 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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