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Tactical Camera suggestion


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#1
earymir

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I was playing through parts of Exalted Plains entirely with tactical camera (I love the new overhead view that goes out far enough!), and for the most part found it very enjoyable.  However, I noticed that the camera gets massively hung up on terrain or stuck behind objects because it is tied to the ground).  It was extremely problematic when fighting all the undead in the trenches/ramparts.  

 

If you plan to modify the tactical camera at all, I think you should focus on fixing how it interacts with terrain - perhaps tying it less to the ground and more to a specific height, or allowing it to go through objects.  As it is now, it's very playable sometimes and completely broken in other times.  I do appreciate the height extension though, and think the game plays very well on level ground.  



#2
Dai Grepher

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Origins had edge scroll, which means the camera was in the sky, not linked to anything. That's how it should be. However, with Inquisition it's clear that they don't want you seeing over walls and such. So maybe that's why it isn't like Origins. But in this case, having the sky camera collide with the walls would ensure that the camera stays where the player is supposed to be. Either that or it's something to do with ceilings. Like in the trenches, there is one part with inner chambers. If you zoomed out from in there the ceiling would have to disappear (like it does in Origins). And maybe that would require more design work and coding to make it work properly.



#3
Jeffry

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The best suggestion for tac cam would be: do it exactly like in DAO (flying above, moving over obstacles, going through ceilings, edge pan, being able to scroll out far away everywhere), but use the detailed info tooltip about enemies from DAI (it didn't matter much, but it was still neat).


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#4
Darkly Tranquil

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The best suggestion for tac cam would be: do it exactly like in DAO (flying above, moving over obstacles, going through ceilings, edge pan, being able to scroll out far away everywhere), but use the detailed info tooltip about enemies from DAI (it didn't matter much, but it was still neat).


Although that would be ideal, I'd bet money that Frostbite can't do any of that. Why the heck they thought using an engine designed for a shooter was a good idea baffles me; obviously graphical bling took precedence over core mechanics. Then again, that is the natural modus operandi of AAA game development, so I really shouldn't be that surprised.

#5
Jeffry

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Although that would be ideal, I'd bet money that Frostbite can't do any of that. Why the heck they thought using an engine designed for a shooter was a good idea baffles me; obviously graphical bling took precedence over core mechanics. Then again, that is the natural modus operandi of AAA game development, so I really shouldn't be that surprised.

 

Both that and because it is cheaper to use the already functional in-house engine than to develop or license another. The game wouldn't attract crowd this huge if it was still running on the modified Eclipse engine, because as you mentioned - graphical bling. I bet FB3 could do those things, but it would probably take too much time and resources that were spent on all those beautiful, huge and lifeless areas instead.



#6
earymir

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Yeah I'm thinking Frostbite is what killed both combat and the tactical camera.  It's just not an RPG engine.  (Also their implementation of jumping and jagged terrain is probably the worst.)  

 

I do find that the combat "feels" slightly better in Tac cam when tac cam is working though.