happyelf Posted December 4, 2012 Posted December 4, 2012 It sounded like they're considering something like this for outdoors/indoors as quoted above. It would basically be down to workflow, which they can manage if they're doing things in-house. I don't see why they could no set up key scenes with a different angle, even if the differences were mainly subtle. Their mention of outdoors views puts me in this mindset, since I suspect one of the reasons they're playing around with such ideas is to put more of a vista on a single screen view, instead of requiring more scrolling and panning to take everything in. I doubt the 3d character models will be limited in their ability to be positioned relative to the camera. One would assume they want a full set of 3d models that can be used for a versatile set of animations, positions, and postures. For instance, put simply, they're probably going to want to knock a model head over heels, allow it to do backflips, ect, ect, especially if they're including monks and similar characters. 1
Frenetic Pony Posted December 5, 2012 Posted December 5, 2012 The angles thing? Not doable, sorry. The entire level, whatever it is you are on, is rendered out to a single texture and designed SPECIFICALLY to be played from the angle set. Other 2d isometric games could be and were changeable in angle because they used multiple sprits layered on each other. IE and PE are a single huge texture, you'd have to take 4x the storage, a lot more bug testing, a lot more design just to get in something that wouldn't be terribly useful (have to test each thing for each angle, etc.) Zooming, sure! It's doable easily, I've had fears about image quality if there's not several resolutions to choose from of pre-rendered textures, fears that are 99% unfounded but I'm sure they've checked for themselves either way.
happyelf Posted December 5, 2012 Posted December 5, 2012 For the fifth time, he's talking about using different angles for different scenes and maps, a concept already mentioned by the devs. It's not about live zooming or panning, it's about how a particular scene is 'framed' in perspective. 1
Hormalakh Posted December 11, 2012 Author Posted December 11, 2012 Some people just can't read well. My blog is where I'm keeping a record of all of my suggestions and bug mentions. http://hormalakh.blogspot.com/ UPDATED 9/26/2014 My DXdiag: http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html
Dragoonlordz Posted December 11, 2012 Posted December 11, 2012 (edited) Basically FF7 in essence. Different places, different angles, 3D sprites with different angles on 2D backgrounds. I think in some games works well, but I have to admit it is not something that appeals to me for this one if I am honest. If done well can incease atmospheric perception (tension and dramatic effect) but it is not something I feel would make much difference to me unless done very well else runs the risk of being detrimental plus switching to and from angles too much just becomes annoying. SO if they can do it well then by all means go ahead, if do it merely because can and do it too often then I prefer not. Ye be wanting some FF7 in yer coacoa puffs? Edited December 11, 2012 by Dragoonlordz
Jobby Posted December 11, 2012 Posted December 11, 2012 I don't see why they couldn't render some indoor backgrounds at different angles and sizes, I'm sure the player models are 3D anyway?
Frisk Posted December 11, 2012 Posted December 11, 2012 I'm sure the player models are 3D anyway? Player models (and presumably also NPCs and monsters) are 3D, as are certain types of "interactive" objects - for example I assume that "smashable" barrels are 3D models as well. There is nothing that prevents Obsidian from using different angles or zoom for different areas, and it might for example make sense to use different angles for indoor and outdoor areas. However, the decision basically comes down to two questions: Does it look good, and does it benefit the gameplay? There is another separate discussion on whether to implement "run-time", player-controlled zoom or camera movement. I believe player-controlled camera movement is out of the question - simply because too many objects on the screen are basically just 2D pre-rendered representations of 3D objects, and that pre-rendering only makes sense if the objects are viewed from a particular angle. Player-controlled zoom on the other hand - now, that would be a possibility - but within limits. otherwise the pre-rendered backgrounds will start to look too pixellated - personally I would limit it to 2X zoom or so. A few of my old tools
Hormalakh Posted December 11, 2012 Author Posted December 11, 2012 Per Sawyer, there is a little zooming functionality. You can zoom out, but not zoom in past a limit. Can't find source right now, but I'm absolutely 100% sure he said this. No in-game camera rotation. My blog is where I'm keeping a record of all of my suggestions and bug mentions. http://hormalakh.blogspot.com/ UPDATED 9/26/2014 My DXdiag: http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html
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