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Post by LordKaiser on Jan 11, 2016 23:08:28 GMT -6
Orthographic view is 2.5D view just in case but yes it was clear that 2D won't be used also It's Unreal Engine 4 after all. Also the game can combine different perspective and angles if IGA so desires.
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Post by crocodile on Jan 20, 2016 21:37:04 GMT -6
So IGA kind of definitively answered this question/debate in the latest ASK IGA. He essentially said he tried out an orthographic perspective for the game and wasn't particularly impressed. There might be some fine tuning on the degree of tilt or what not but I think its clear which direction IGA wants to go. That being said, since most of said "we trust IGA's judgement" I think this will probably be a non-issue
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Post by Goobsausage on Jan 20, 2016 22:25:30 GMT -6
So IGA kind of definitively answered this question/debate in the latest ASK IGA. He essentially said he tried out an orthographic perspective for the game and wasn't particularly impressed. There might be some fine tuning on the degree of tilt or what not but I think its clear which direction IGA wants to go. That being said, since most of said "we trust IGA's judgement" I think this will probably be a non-issue Same. When orthographic perspective was brought up and IGA said he wasn't happy with it I thought "well, there's that!". I'm looking forward to how Bloodstained is going to experiment with camera angles.
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JoJo
Most Bizarre Adventurer
Master Alchemist
[TI1] I'm Fabulous!!
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Post by JoJo on Jan 20, 2016 22:34:35 GMT -6
So IGA kind of definitively answered this question/debate in the latest ASK IGA. He essentially said he tried out an orthographic perspective for the game and wasn't particularly impressed. There might be some fine tuning on the degree of tilt or what not but I think its clear which direction IGA wants to go. That being said, since most of said "we trust IGA's judgement" I think this will probably be a non-issue Same. When orthographic perspective was brought up and IGA said he wasn't happy with it I thought "well, there's that!". I'm looking forward to how Bloodstained is going to experiment with camera angles. So, we will have the game in custom camera angles so to speak?
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Post by Dangamer on Jan 20, 2016 22:35:44 GMT -6
Someone with a better head for this kind of thing will have to double-check, but looking at the newer screenshot it seems like the "camera" is a little lower—closer to a traditional side-scroller view.
No inside-knowledge here, as usual, but combined with his answer about not being interested in orthographic perspective for its own sake I wonder whether the camera's going to be a little more "active" than I've been assuming.
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Post by Goobsausage on Jan 20, 2016 22:41:12 GMT -6
Same. When orthographic perspective was brought up and IGA said he wasn't happy with it I thought "well, there's that!". I'm looking forward to how Bloodstained is going to experiment with camera angles. So, we will have the game in custom camera angles so to speak? That's an excellent question, I have no idea. I'm just looking forward to what IGA has planned.
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Cale
Great Old One
Ancient Legion
The world is indeed comic, but the joke is on mankind.
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Cale
The world is indeed comic, but the joke is on mankind.
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Post by Cale on Jan 20, 2016 22:45:05 GMT -6
I have a feeling the camera is going to move with Miriam and change angles as she moves, so lets say you start left screen, the camera will probably be on the left, looking right a bit, then as she gets to the middle of the room it will probably be straight on facing her, then right screen it will be looking left.
This is just a guess, though I get that feeling from the new background. If it does end up this way I think it might be a little . . . not disorienting, but sickening in the movement. Kind of like you would be circling her depending on where she is in the stage, if that makes any sense.
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Post by CastleDan on Jan 20, 2016 23:24:04 GMT -6
DOLLHOUSE LOOK. I was mentioned D:
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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What a wonderful night to have a curse...
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Post by Astaroth on Jan 21, 2016 0:13:14 GMT -6
Someone with a better head for this kind of thing will have to double-check, but looking at the newer screenshot it seems like the "camera" is a little lower—closer to a traditional side-scroller view. No inside-knowledge here, as usual, but combined with his answer about not being interested in orthographic perspective for its own sake I wonder whether the camera's going to be a little more "active" than I've been assuming. from the looks of it yes, the floor in the new shaders at its widest point (just to the left of the column going all the way into the bg) takes up about the same amout of height that the foreground path did in the first pic, so the tilt has definitely been lessened and miriam has been moved closer to the center of the screen
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ohoni
New Blood
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Post by ohoni on Jan 22, 2016 0:35:24 GMT -6
I really do not like the perspective of the Shader comparisons. It's too dimensional for a game that is not actually fully 3D in movement. One or the other, it shouldn't be both, that just leads to visual confusion. I'm good with seeing a little of the floor, but the perspective should be VERY flat, like you should never see the inside of a staircase, for example, and the floor should be thin enough that you always know where the "line of travel" is.
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ohoni
New Blood
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Post by ohoni on Jan 22, 2016 0:40:09 GMT -6
I'd say it's safe to assume the devs will implement a non-static camera. A static camera in a 2.5d game almost defeats the purpose. I expect the camera will shift to suit each area's needs and highlight what the devs want you to pay attention to. And we're not talking just the height and tilt of the camera, but also the cam's z axis position. Moving closer or farther is another great way to highlight what the player needs to do, or even just something like pulling the cam way back to show an epic vista or something. Yeah, a static camera would eliminate a lot of options and opportunities that a 2.5d game offers. Ugh, that sounds absolutely horrible. No, unless the game allows you the freedom to truly move in 3D, I'd hate for the game to give an illusion of depth. I hate those games where the camera keeps moving outside your control, if the camera is mobile, then it should be under the player's control, as he moves about a 3D space. No, please no. I mean, maybe during a cutscene or something, sure, but never during actual gameplay where you're expected to control the character.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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What a wonderful night to have a curse...
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Post by Astaroth on Jan 22, 2016 10:26:32 GMT -6
The upside though is now that they have this much done, they can start experimenting with the camera positions to find the optimal amount of tilt vs clarity of platforms, but i think that having the floor be tilted is not going to cause problems, since death pits are not igas thing, it will be small platforms and techical jumps where they need to focus on making the edges as clear as they can possibly make them, and they seem to be doing that very well already, i took one look at the room and i instantly knew what was a platform and what wasnt, and the layout of the room brought my eye to the paths i would need to take to get to another area or to get to an item, now when it comes to the fountain i have questions about which direction thematically theyll handle miriam and the fountain, but the paths she could take around over or through it are still clear
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XombieMike
Administrator
Fifty Storms
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Post by XombieMike on Apr 1, 2016 20:10:52 GMT -6
The new update video shows mo that the depth of the perspective projection isn't enough to worry about straying away from 2D accuracy, but what do you think?
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Post by ghaleon on Apr 1, 2016 23:28:40 GMT -6
I don't think that represents the camera angle of the final game at all. I mean it looks almost straight on 90degree perpendicular. But Earlier on Iga specifically mentioned he enjoyed seeing the depth of the floor, you can't do that in that video at all... So I think that's just the nature of that kind of test stage.
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Cale
Great Old One
Ancient Legion
The world is indeed comic, but the joke is on mankind.
Posts: 624
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Cale
The world is indeed comic, but the joke is on mankind.
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Post by Cale on Apr 2, 2016 14:26:52 GMT -6
I don't think that represents the camera angle of the final game at all. I mean it looks almost straight on 90degree perpendicular. But Earlier on Iga specifically mentioned he enjoyed seeing the depth of the floor, you can't do that in that video at all... So I think that's just the nature of that kind of test stage. I'm not so sure, you have shadow on the platforms and walls, as Iga walks past them the angle of the shadow changes to show depth. When Miriam slides under the wall the shadow goes from left to right.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Apr 2, 2016 14:56:48 GMT -6
Yeah theres definitely tilt going on as she moves, its not a massive amount but these are also basically the collision boxes, they dont need a huge amount of depth because the rest of the stage elements will be the ones to extend further into the background, but you can see even here that they are very conscious of the platforms having as defined an edge as possible and i think thatll continue being the case ^_^
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