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Technical suggestion: the camera


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#1
Setiweb

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In DAO/DA2 certain solid objects will block the camera and force it closer to the controlled character.  While this makes for a good trick getting closeup screenshots it also prevents you from getting a close look at said solid object. 

 

My suggestion:  Allow the camera to swing around these objects unhindered AND allow the camera to zoom in up close and personal to the character.

 

I can understand not wanting the player to see on the other side of walls or beyond the map boundary but solitary objects like statues, trees, carts, etc should be excepted.


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#2
Rainbow Wyvern

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This, so much this. It's irritating to be panning the camera, especially in DA2 where there is no tactical view ( <_< ), and have it hit an object and zoom in randomly. I also dislike not being able to zoom in quite a bit at will to take cool screenshots. 



#3
Setiweb

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The other trick is to position one character behind another and use the camera of the character in the back to get a closeup of the character in the front.  This wastes time.  And when doing this on the fly sometimes the camera smacks you in the face.  We need a better functioning zoom.



#4
TurretSyndrome

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That's a great idea. The camera will be this slippery gooey goo that if put pressure by a wall or any other solid object, it would immediately push away to the free space. Totally removes the annoyance of having to manually adjusting it when stuck. 



#5
Sylvius the Mad

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I'm reminded of how Dungeon Siege did it.  Stuff between the camera and the characters simply became transparent.



#6
Setiweb

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I remember the camera in DS2 & 3 were horrible; except someone created a little mod for DS2 that completely opened up the camera 360x180 degrees, with zoom going right from the face to the edge of the map.



#7
Sylvius the Mad

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DS 2&3 were pretty horrible overall. But the first one was a great game with some features worth copying.

#8
Setiweb

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DS2 had the voice of Taar.  That made up for a few things.



#9
MDCT506

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DS 2&3 were pretty horrible overall. But the first one was a great game with some features worth copying.

I will certainly agree that DS3 was an abomination, but DS2 wasn't so much bad as just mediocre. 

 

XCOM: Enemy Unknown does something similar as well with the disappearing terrain, depending on how high the camera is hovering.  I don't think that DA:I is going to need that kind of tactical control, but the ability to adjust the permeability and transparency of terrain and tall objects would be nice.

 

OP, I agree that the camera getting "bumped" around by terrain is a pain.  I think there should be a distance into the terrain or object that the camera can pass into before it gets forced out of position while out of the tactical view.  Also, a more screenshot-friendly camera would be a good option.  I think a simple "free camera" option would be the most ideal.