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Level Up.pdf

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132 LEVEL 6 The Three Cs, Part 2—Camera<br />

character go down. Many FPSs do this and frankly, it ’ s just stupid since in<br />

most FPSs you are playing a character, not an airplane. If you have to have<br />

this camera - relative control option, at least give me the option of changing<br />

it. Even better, make the character- relative controls the default and make the<br />

airplane controls the option.<br />

Corners. The number one cause of camera fl ipping (when the camera<br />

tries to find a good place to come to rest but ends up bouncing between<br />

two or more objects) are corners. Rather than trying to come up with an<br />

overly complicated camera system to combat flipping (and believe me, it<br />

usually ends up being overly complicated), just keep players out of corners<br />

in the first place. But rather than creating invisible geometry (oh how I hate<br />

invisible geometry; more ranting on this later), build blocking geometry like<br />

small retaining walls, shrubberies, boulders, or fencing which tell the player<br />

to “ stay out! ” of corners. Don ’ t invite trouble: keep your collectables out<br />

of corners. Keep your enemy ’ s AI path/detection zones out of corners.<br />

Move your gameplay elements to the middle of the room. Stay out of<br />

corners! I mean it!<br />

OK, so you didn ’ t listen to me. You HAVE to have that one power- up nestled<br />

in the corner of that room. Then, as your character walks into the corner<br />

make sure your camera goes up. Imagine that the Amazing Spider- Man is<br />

your camera man. What does Spidey do when he reaches a wall? He<br />

climbs up. Have the camera scoot up along the surface of the wall to look<br />

at the player from a bird ’ s - eye view (or would that be spider ’ s - eye view?).<br />

But avoid having the camera show the player from a direct top - down view.<br />

Not only does it look bad, but it just invites flipping once the camera tries to<br />

decide where to look at the player.<br />

Position. A topic of disagreement among the world ’ s greatest designers is<br />

whether the camera should strictly follow the player as if it were attached to

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