well alan, we could have other uses for going to a 1st person (or overhead view) to justify the work... i mean i can think of some pretty cool places for it but again, i dont want to add any extra work and we can definitely always work around our limitations, just thought i'd chime in... um like for instance: we talked about having a side view for ledges and stuff and special case scenarios, we could go over the shoulder for tunnels, caves, or like, for a raft or minecart scene, etc. again, none of that is necessary and we can make it work strictly overhead so *shrug* i dont know the work involved so i leave that decision entirely up to you:) as far as pre-rendered goes.. yah i dont know how we reconcile the pre rendered graphics with the in game graphics, i dont see a good reason YET for it but its an idea we can keep in mind :) On Fri, May 15, 2009 at 11:17 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Well, the problem I have with that is that the game is optomized for > overhead viewing and as such gets lousy preformance in first person mode. > > it could be optomized for first person and we could switch from oct trees > to BSP trees and portals and stuff but that is a lot of work just to get > some camera cut scenes, ya know? :P > > > On Fri, May 15, 2009 at 3:34 AM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: > >> This cave in is really awesome looking Kent, you really stepped up for >> this. I reloaded a few times to watch it again, and the way the boss >> runs straight at you is freaking cool :) >> >> As for the camera thing, what if we made it possible to script player >> input for cut scenes, so we could drag the player in first person >> flying mode in a path that specifically shows the cave in and bridge >> break, and then returns the player to their view? >> >> So the boss death function would call a mini player input "movie" that >> took the character to zoom up above the bridge at a dramatic angle, >> then the cave in would happen, and then it would either reset to the >> original player view, or do another player input to track back to >> where they were with the camera >> >> To do that I think we'd need to be able to script player input from a >> point in space to another point, and the speed at which it happens.. >> other than that I don't know how tough it would be to code, but I >> tried to think simple. >> >> On Thu, May 14, 2009 at 11:10 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >> wrote: >> > you shouldn't! >> > >> > I defer to you guys :P >> > >> > On Thu, May 14, 2009 at 11:08 PM, Matthew Freeland < >> mattthefiend@xxxxxxxxx> >> > wrote: >> >> >> >> I defer to atrix, he gets my vote. >> >> >> >> On Thu, May 14, 2009 at 11:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> >> wrote: >> >>> >> >>> 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 >> >>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>> >> >>>>>>>>>>>>>> >> >>>>>>>>>>>>> >> >>>>>>>>>>>> >> >>>>>>>>>>> >> >>>>>>>>>> >> >>>>>>>>> >> >>>>>>>> >> >>>>>>> >> >>>>>> >> >>>>> >> >>>> >> >>> >> >> >> > >> > >> >> >