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Autism Project Punishment / Fundamental Punishment - a Fundamental Fangame

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Unrelated but, I just realised Alice is a gypsy.
1723477534662.png

Look at that swarthy skin and these t50 eyes.
 
i dont like this "alice" character
im going to make it a demon.
an all black abomination filled with spikes and has a half melted human face perhaps
Maker her like romanian schizo saar.
 
animation improvements + testing out shocked eyes / determined face. face system will be a bit iffy, eye size will change if you get hit or something, face might just stay like that when you're running but go back to normal on idle and walk or something. might somehow have to give engel teeth. how would that look

oh yeah right it looks like this
1723484434591.png


anyways heres the improvements

 
animation improvements + testing out shocked eyes / determined face. face system will be a bit iffy, eye size will change if you get hit or something, face might just stay like that when you're running but go back to normal on idle and walk or something. might somehow have to give engel teeth. how would that look

oh yeah right it looks like this
View attachment 28231

anyways heres the improvements

View attachment 28233
He looks obsessed.
 
what is it supposed to be then
stealth game similar to metal gear solid
camera angles are fixed intentionally as the camera will be viewing corridors from the outside, the game takes place in a school which has corridors which are very enclosed and tight spaces making the decision to have a non fixed camera angle system jarring. currently there is only a debug area because im making the player controller.

if you have no fucking clue what that means just go play metal gear solid
 
how doe? having the player be able to rotate the camera however they want wouldn't be jarring, especially if you're able to see with 90 degree cameras inside corridors
if the player could rotate the camera in any angle, then they'd probably just only move in one direction which defeats the whole purpose of making animations for different sides of the body for characters. at that point, you'd have a fully third person camera that and just a backwards and forwards sprite, which is not at all what i intend for, as my intentions are to make a metal gear solid-like game with fixed camera angles.

that system would be a lot similar to megaman legends camera system which is not what i intend for.

aswell as that, it'd actually make moving really hard as you'd accidentally bump into walls or have to readjust your camera if it's off in the wrong direction, if you dont know what i mean by this, you wont run directly straight down a hall with a freeform camera but rather you'd run down a 120 degree line for example, which to me is just, off. non fixed cameras and non 90 degree angle cameras are much more suited for open world games, not a semi-topdown 2.5Dish stealth game.

there is also a first person camera, but the point is not at all to let you just use it and toggle perspective, but rather to mimic the first person camera of metal gear solid that allows you to aim and shoot at enemy heads for headshots.

when it comes to the camera angles, the question essentially comes down to the aesthetic and what i like. i think that having a non fixed camera would be extremely boring.
the game will also be designed to work with a controller and also keyboard only, because i think that using a mouse for everything is kind of obsessed and I don't like how inaccurate that can be especially when you're playing with joysticks, it'd just be easier to have 2 camera control buttons which change perspective rather than using an entire stick for rotating a camera that isn't supposed to be fully third person. i have these animations and I want to encourage players to see all of them and not only walk forward and backwards for example.
 
if the player could rotate the camera in any angle, then they'd probably just only move in one direction which defeats the whole purpose of making animations for different sides of the body for characters. at that point, you'd have a fully third person camera that and just a backwards and forwards sprite, which is not at all what i intend for, as my intentions are to make a metal gear solid-like game with fixed camera angles.

that system would be a lot similar to megaman legends camera system which is not what i intend for.

aswell as that, it'd actually make moving really hard as you'd accidentally bump into walls or have to readjust your camera if it's off in the wrong direction, if you dont know what i mean by this, you wont run directly straight down a hall with a freeform camera but rather you'd run down a 120 degree line for example, which to me is just, off. non fixed cameras and non 90 degree angle cameras are much more suited for open world games, not a semi-topdown 2.5Dish stealth game.

there is also a first person camera, but the point is not at all to let you just use it and toggle perspective, but rather to mimic the first person camera of metal gear solid that allows you to aim and shoot at enemy heads for headshots.

when it comes to the camera angles, the question essentially comes down to the aesthetic and what i like. i think that having a non fixed camera would be extremely boring.
the game will also be designed to work with a controller and also keyboard only, because i think that using a mouse for everything is kind of obsessed and I don't like how inaccurate that can be especially when you're playing with joysticks, it'd just be easier to have 2 camera control buttons which change perspective rather than using an entire stick for rotating a camera that isn't supposed to be fully third person. i have these animations and I want to encourage players to see all of them and not only walk forward and backwards for example.
tldr: i know what im doing
 
oh and also, it takes more time changing your camera angle in a freeform camera than it does with a 90-degree locked camera.
freeform is slow, you may have to assign it to a mouse or keyboard buttons, mouse for more control, keyboard for just standards sake. if you use a keyboard controlled freeform camera, what ends up happening is you take more time standing still to try and get the camera in the right position than you would with a simple locked angle cam. which for a high action stealth game is just inconvenient.

a 90 degree cam ensures that players get access to the best viewpoints possible and not have to sacrifice the time and the jank of having the camera rotate, it also has a lot to do with the sprite system that the game uses, as you know, characters can look up down left and right, if i introduced a freeform camera, i'd perhaps have to introduce 8 skeletons or 8 sprites for directional movement which is not what i intend for.

enemies in the game are gonna have the same system as the player sprite has, 2 skeletons for animations, so if i used a free form camera, things would quickly get out of hand, an enemy who is looking left would continue to look left but run in a different angled direction until the direction suits a criteria in which it's past a certain degree point, which will just look fucked. to illustrate, this is what that might look like:


 
to simplify that even more, doing that would require this:
1723492437591.png

but with skeletons, which means i'd have to add like 4 more skeletons or something
animating 6 skeletons at the same time
💀

if i used 3d models this could be avoided but that's not the aesthetic of FPE.
 
Wouldn't they just do that with 90 degree cameras?
yeah but nobody is playing the game like this.


90 degree cam essentially makes players not want to play that way because it's annoying.
the game is also very corridor based like i said so it makes no sense for it to be free form. if you've played old maze / dungeon crawlers you'd understand.
>slowly turning the camera to admire the scene le bad
the scene is a tight corridor school with no outside world, its an action based stealth game, where you have to complete actions on time and not get caught.
if you want a game that lets you admire scenery you should play a walking sim or an open world game.
Falsecracker. Changing your camera is a fast as pressing a button. That's why analog sticks control the camera due to the fact you can either rotate slow or fast depending on how far you push the stick.
Analog Sticks can often over shoot and you'll never be able to get a 90 degree angle on one due to getting 91 degrees or 89 degrees or 93 degrees but never 90 degrees.
Mice are more accurate, but the game is not intended to be used with a mouse.
So which is it? Either way MGS2 dropped the whole fixed camera shit
This is wrong, it was MGS3 which swapped for the over the shoulder camera, specifically the re-releases of the game and not the original version for the PS2.
Also a 90 degree camera angle is not the same as Tank Control fixed angles.

To answer more questions: essentially having a freeform camera does not mesh well with the 2.5D aesthetic of the game, characters will move one way but will look like they're moving in a different direction, causing sprite misalignment and player confusion. Having a freeform camera also means that the other animations are redundant and it would take more time to rotate the camera to your desired angle, compare 1 button press to like a second of camera rotation in a chase sequence and you can understand how bad that is.
 
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