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