- Joined
- May 22, 2024
- Messages
- 9,954
Maybe.any thoughts on having a cam on rails?
Maybe.any thoughts on having a cam on rails?
I had that idea but at this point, where we are right now, no, not really.oi, do you plan on making your project open source?
The game is not designed for you to stand still and do absolutely nothing most of the time because it is a stealth game and guards are searching for you.>this game is cereal! you can't stop to look at my well crafted avatar and scenary! you have to skip through the entire level
The camera is supposed to be outside of the level, looking in, a corridor shown in a black void, with the primary focus being on your player, other objects and the enemy that is chasing you.And this is le bad? I don't want to look directly at a corridor. I like if it looks slightly angled while walking towards it
walkcycle in ohioyeah but nobody is playing the game like this.
View attachment 28276
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.
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.
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.
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.
Any suggestions on how to improve it?walkcycle in ohio
this game just aint it for me nigga
idk it just looks shitAny suggestions on how to improve it?
Anyways as for the camera debate I might make it a customizable option just to accomodate for everyone and their personal preferences.
Observation noted!idk it just looks shit
I dont care too much for camera its just design is shiet or whatever
Just make it fixed or on rails or whatever. Most people will prefer that over the 90 degree camera idea
Also you should base your design decision on player feedback. Most good games are extensively playtested
Not bad! It's a very bouncy and very fun animation cyclemade a walk and running anim today
View attachment 28183
also figured out how to compress videos, obsesserald...
You could also add an animation where he slides on the floor for a little bit before changing direction, do not that this should be for when he turns 180°Whenever Engel's movement changes in the opposite direction, don't make the change instant, make it so that he slows down for a bit by sliding on the floor and then starts to run in the other direction
Whenever Engel's movement changes in the opposite direction, don't make the change instant, make it so that he slows down for a bit by sliding on the floor and then starts to run in the other direction
like this, right?You could also add an animation where he slides on the floor for a little bit before changing direction, do not that this should be for when he turns 180°
Yes! Exactly like this!like this, right?
View attachment 28396
I absolutely agree especially if he's running and suddenly turns the other direction.
Currently in the process of moving houses so there wont be any updates for a while, I would even suggest to say to you to not be surprised if I am offline for 3 to 5 days.Any updates?
I'll keep this in mind, i'll give you one question for you to answer LATER when you get back to work:Currently in the process of moving houses so there wont be any updates for a while, I would even suggest to say to you to not be surprised if I am offline for 3 to 5 days.
If you're in a corridor and theres an object that's important, it will always be visible, for example, a door.Becuase since Engel will be running towards you how will the play be able to see in front of Engel?
idk what this mans but basically the black box is just for testing, i didnt bother to give it a fade effect.How will you help with visibility when running towards the 3rd wall?
By that i mean if Engel is running towards the camera, how will i be able to see the objects/entities in front of him?idk what this mans but basically the black box is just for testing, i didnt bother to give it a fade effect.
The two coloured walls have this fade effect obviously
WDYM by that?If you're in a corridor and theres an object that's important, it will always be visible, for example, a door.
First person kind of deals with that, currently it doesn't face where Engel is looking but I'm going to make it so that when you press that button it'll look where Engel is looking.By that i mean if Engel is running towards the camera, how will i be able to see the objects/entities in front of him?
this is mostly what i was thinking, i'm glad i didn't have to draw a sketch to show you what i'm talking about, unless you need a sketch.I haven't really thought about that yet because im focusing a lot on states right now and hurt states combat states etc, was even thinking of adding a dive mechanic even though it serves no purpose other than to look really cool. But when I get to level design I'll worry about that a lot more.
First person kind of deals with that, currently it doesn't face where Engel is looking but I'm going to make it so that when you press that button it'll look where Engel is looking.
Camera might have to be a bit further away perhaps and zoom in dynamically based on the situation, rooms can have a closer angle, corridors can have a wider angle.