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翻訳の問題を報告
UPDATE: The depth of field kind of made my eyes hurt but I did dig the atmosphere, particularly the audio. Puzzle wise I think more could have been done to indicate what to do or when a goal has been accomplished (the doors unlocking after journals are read is a bit immersion-breaking and the keyboard could have gave better indication (visual or audible) of when the correct input had been entered).
All in all I envy your gumption and you did create a genuinely creepy environment.
Also, for those as paranoid as myself, the files linked in the OP are clean after rigorous scanning
Also, there aren't any doors that are opened by reading notes. All doors are either opened by the keyboard or by pressing a button in the environment
More feedback from the keyboard might have been a good idea :P
Thanks for trying it!
Agustin Cordes (the developer of Scratches) took a look at it, and thought it was pretty cool :). This makes me happy.
Whaa?
Ok, that's weird. Yeah, I thought most people had the opposite problem, and it actually isn't that wide. Only 90, which some people consider the bare minimum.
I guess an FOV slider might be a good idea in the future. If it's not too difficult to implement. If it is, maybe I can find a happy medium between "too high" and "too low."
Perhaps this is a problem with Unity? Perhaps I did something wrong? I'm not sure. I will have to look into this. Thanks very much for bringing it to my attention.
http://docs.unity3d.com/Documentation/ScriptReference/Camera-fieldOfView.html
The Camera FOV variable that I set to 90 is actually the VERTICAL FOV, and the horizontal FOV depends on the aspect ration. I believe 90 is already a little high as a vertical FOV, and when using a widescreen aspect ratio, the distortion would be compounded.
So, how will I solve this in future games? Not sure yet. I'll have to do a little more research. But, that's what's going on there. I thought it was 90, but in reality it probably is around 150 or higher.