[project1dev] Re: Action Camera!

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 20:54:03 -0700

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
>>>>
>>>
>>>
>>
>

Other related posts: