[project1dev] Re: Action Camera!

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 23:04:12 -0700

1 was supposed to be triggered. I guess I didnt explain that well

On Thu, May 14, 2009 at 11:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> i like moving the boss or the trigger causing it myself but shrug :P
>
>
> On Thu, May 14, 2009 at 10:59 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Ok, let's put this to vote.
>>
>> 1) bridge breaks when you come up to it. It breaks BEFORE you get there
>>
>> 2) bridge breaks when you kill the boss (the way it is now). The boss will
>> be in a different position so you can see it.
>>
>> 3) something else? No extra camera work for this milestone
>>
>>
>> On Thu, May 14, 2009 at 10:57 PM, Matthew Freeland <
>> mattthefiend@xxxxxxxxx> wrote:
>>
>>> I kinda like the idea of the triggered break on the catwalk... we can
>>> just make another miniquake when you get to that point that causes the
>>> chains to break without any camera scripting or anything like that, it could
>>> be cool. :D
>>>
>>>
>>> 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
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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