yeah that sounds like a good fix. the cave in stuff is still off screen but if everyone can live with that, thats ok (: We'll still need the camera stuff some day but shrug... On Thu, May 14, 2009 at 10:40 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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 >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >