A rough visual to help show how a puzle could work.
Tuesday, 9 March 2010
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28/03/10 | Closing date for entries |
29/03/10 – 02/04/10 | Online selection |
12/04/10 – 20/04/10 | Interviews |
23/04/10 | Results announced |
05/06/10 – 06/06/10 | Teams arrive in Dundee |
07/06/10 | Competition starts |
13/08/10 – 15/08/10 | Dare ProtoPlay |
Huuuu Shiny!!! =) (well not really but compared to my previous version... lol Anyway, serious stuff.
ReplyDeleteI did not think of this game has a free cam made, the 3d view would be non movable and always follow the character. I say again I did not think it was meant to be like so, but it is a question still.
Although thank VERY much you for the video because the 3d view of a 2d game does bring problems like in the end bit it is totally obvious the gap between platforms that you just WALKED OVER!... I know, I know magic right but STILL!
I guess we will discuss it tomorrow but this is a major issue... no?
I think the idea was to have the 3D pespective camera as a 3rd Person camera following the player, but if you could move anywhere in 3D space whats to stop you looking at whatever you want as if you had full orbital controll of the camera? a pinned 3D cam would stop this but then that would possibly deminish the appeal of being in 3D.
ReplyDeleteUsing lighting and pinning the camera properly as the player crosses a gap i think we could hide the gap from appearing. or using a completly orthographic camera, or moving the block into place over the gap when you have solved the puzzle. There are several solutions to that problem i can think of now so i dont think thats going to be a problem.
The idea i was trying to show with this was to expand the possibilities of puzzles by playing with Background-midground-foreground and being able to truck the camera in any direction in the side view, for example the solution is in the side camera, but it could still be hidden because the fore ground is hiding it, a quick pan reveals the block behind the foreground (which is actually in the background (because the forground moves faster than the background when a camera trucks). The idea was to give us more puzzle opportunities.
The problem with that video was that for the example 2d view it was rendered using 3d perspective causing the confusion.
ReplyDeleteThe 2d view for our game would be 2d FLAT (no perspective)
Exactly... We were supposed to do a "little big planet" kind of thing when in 2D. And does not work well with the platform puzzles.
ReplyDeleteWe need to ignore either the 3d look on 2d views or the platform puzzles...