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TIGSource ForumsDeveloperDesignFixed angle vs. rotating cameras for top-down shooters
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Author Topic: Fixed angle vs. rotating cameras for top-down shooters  (Read 10512 times)
Berick
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« Reply #20 on: March 15, 2012, 12:07:27 PM »

Thanks!

I went with the pixelated look because I'm a terrible artist and that's what I could find / do for placeholder graphics Giggle

I've got a good art team together now though, so that will be changing soon.

Another thing that will probably help in the future is having the area's you've been be "greyed out" instead of just all black. It could be that the motion combined with the current stark contrast exacerbates the motion sickness.

I hope this was encouraging!
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stevesan
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« Reply #21 on: March 15, 2012, 12:20:20 PM »

Thanks!

I went with the pixelated look because I'm a terrible artist and that's what I could find / do for placeholder graphics Giggle

I've got a good art team together now though, so that will be changing soon.

Another thing that will probably help in the future is having the area's you've been be "greyed out" instead of just all black. It could be that the motion combined with the current stark contrast exacerbates the motion sickness.

I hope this was encouraging!

Yeah the greying out sounds like a good idea. It can be a bit confusing when things just go black. Good luck with this man... at some point in the future, I would possibly like to help out as a programmer/designer. So, I'll contact you later and see where you're at. I would be interested in porting this to an in-browser platform as well as creating a random level generator!
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Berick
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« Reply #22 on: March 15, 2012, 01:58:16 PM »

Thanks, and sounds good. I've been considering a random level gen, but I'm too focused on core game stuff to get to it yet.
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DrDerekDoctors
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« Reply #23 on: March 15, 2012, 02:53:15 PM »

I think you'd be mad to go with rotational for one very simple reason. If you're doing a top-down shooter then the optimal control for that is dual analogue, or at least analogue for the control, which is fundamentally incompatible with rotational as the system would feed back into itself. i.e. if you're pushing LEFT because you want to go LEFT, then you'd just spin on the spot as LEFT would always be relatively 90 degrees to you.

Of course, you might be wanting your control to be rotational because it's a game in which you're in a tank or something, but if you're not in a tank, then rotational control simply sucks balls.

EDIT: I will concede that mouse controlled rotation mitigates the ball-suckiness of rotational control, but not enough for my liking.
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Berick
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« Reply #24 on: March 15, 2012, 03:31:23 PM »

With Dread, the intent was to essentially emulate a FPS from a top-down perspective. So the controls scheme is WASD / mouse. It's unorthodox, but effective.

I also find it's a lot easier to be accurate at long distances with this style of control compared to the standard dual analog, as all you have to do is rotate your view until your target is in front of you.

It can be weird at first, but once people get used to it they seem to like it too.
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