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Dev Diary 5: First Person Camera & Level Editor

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x4000:
Original: http://arcengames.com/dev-diary-5-first-person-camera-level-editor-in-case-of-emergency-release-raptor/



Launching on the 8th, now, rather than the 5th. Also, please note that the first-person view will be an OPTION, and third-person view will still be supported. It's been pretty clear that a lot of people like the third-person view, so there's no way around keeping it. Personally I really love the first-person feeling, but I can also see myself switching back and forth between the two modes in the future.

Lots of positive evolution for the game in general, on a whole bunch of fronts, and not remotely all of which I was able to discuss here.

crazyroosterman:
glad to hear your making the view toggleble is it particularly was it particularly difficult to implement? seems like it would be easy but I'm probably wrong there

also that isn't really what id call 1st person its what id personally call over the shoulder view
1st person to me is seeing from the eyes of what your playing as but I'm nit picking I dig the new view ill be sure to play it when I've gotten used to the game properly

on a side his face looks adorable close up don't ask me why it just does.

x4000:
Cool beans. :)

And yeah, over the shoulder would make sense.  However, the way that it plays in terms of how you turn, etc, is very much first person.  You pivot from your own central axis rather than having an orbit effect, for instance.

Having both modes isn't particularly difficult to implement (since I already had done the third person one), but there are some issues with the third-person view that were challenging that I have to once again face, heh.

We actually are doing a completely new raptor model, I forgot to mention.  A lot more realistic, etc.

crazyroosterman:

--- Quote from: x4000 on July 04, 2016, 11:45:55 AM ---Cool beans. :)

And yeah, over the shoulder would make sense.  However, the way that it plays in terms of how you turn, etc, is very much first person.  You pivot from your own central axis rather than having an orbit effect, for instance.

Having both modes isn't particularly difficult to implement (since I already had done the third person one), but there are some issues with the third-person view that were challenging that I have to once again face, heh.

We actually are doing a completely new raptor model, I forgot to mention.  A lot more realistic, etc.

--- End quote ---

1 yea I know its first person for all intents and purposes like I said I'm nit picking besides for true first person you'd need to figure out things like your vision height and I imagine it would be a giant pain in the ass to make all the technical stuff work properly

2 aww but he's got such an adorable face but I guess it is a bit to expressive really.

x4000:
The vision height is actually lower for the sake of matching him here, which I'm very fond of.  The reason I did him up visible on the side is so that you have more of a sense of him really being there -- otherwise you might as well just be another space marine I figure.  Plus biting is not really on the table if you can't see your head, heh.

My main beef with this model is the dragon-like scales, not the cartoony nature of him.  Though that bit isn't my favorite either.

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