If we don't need it yet we can save the camera work for another milestone because that is a bit of work. I'll move the boss around and tweak it until I am satisfied. On Thu, May 14, 2009 at 10:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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 >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >