- Switches now can be linked to doors, lights and events. This will add a new layer of puzzling to the game.
- I decided to revisit the camera, as I have never been 100% happy with it. I spent some time doing research, playing other games and seeing what they do. I saw that the cameras seem to fall into 2 styles (I will name them based on the games I saw them in):
GTA3 -
Mouse rotates camera AND player. This means you always look at the back of the player's head.
UP=walk away from camera
DOWN=Walk backwards
Tomb Raider/Just Cause 2/Red Faction: Guerrilla -
Mouse makes the camera orbit the player. Player only changes direction when moving.
UP=turn and walk away from camera
DOWN=turn and walk towards camera
The advantage of the latter method is that you can have action happen behind the player. Even chase the player. I have recoded the camera to work this way. Looks and feels way better. Unfortunately, it highlights an issue with the actors: They still use BasicEffect and not my custom point lighting. Hence, no pictures today...not until I address that.
- I have rigged DEMII's model up for animation. Hopefully, my Deled3D to MilkShape to XNA animation path will work issue free. Fingers crossed on that.
Saturday, March 12, 2011
Camera angles revisited
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