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Also I would like to have keys to rotate the camera around the avatar, like q and e.
Im aware first person mode brings many other problems and is not the best solution for every situation, but please give us both and let us choose which solution works best for everyone individual.
I think you and the team have already created a great game and it only keeps improving. Keep up the good work!
Then, if we move (walk) it goes back to 3rd. ;)
Also in regards to building, and this is kind of separate from the camera in a way, it's almost better to remove the minifigure from screen. It either gets in the way or you have to awkwardly maneuver the character out of the way to take screenshots. (Need toggles probably later for UI/Character rendering).
Climbing up an overhanging cliff seems like a small issue especially if first/third is a toggle. Not sure if alt-look would help, but it would be a neat feature. (The ability to move in one direction while looking in another).
Don't you mean the camera dollies in instead of zoom? A zoom doesn't change perspective nor view obstruction. Given the complications camera work faces in an open world I really think a third-person camera is an AI cameraman, Nintendo was smart communicating this aspect by introducing Lakitu in Mario 64 (the koopa in the cloud holding a fishing rod with a camera attached to it). It helped even younger kids understand that a camera in a game is really an NPC trying to figure out what the player wants to see and responding to it.
Interesting info, and thanks a lot for the changes on the building camera, it's a world of difference saving so much time, still occasionally freaks out when copying a selection though.
My jargon isn't entirely accurate either. What the camera is doing obviously can't be described in a single camera operation because its focus remains fixed in space when the camera moves along the depth axis and also changes height to avoid objects blocking the frame. To pull off these moves in reality you would need some advanced robotics or it starts looking real jenky.
But back to the camera, I have a confession to make, the very first thing I do when entering the game is disabling depth of field (currently the option doesn't stick after game quit), to me personally it makes the game look like an ugly blurry mess in far too many situations rather than add a photographic quality to the visuals.
In an open world, exactly because we can go anywhere, a substantial amount of time is spent peering into the distance rather than our characters direct proximity. If the effect is meant to remain as strong and enabled by default then I think it needs some work. Maybe dial to a smaller apertures when it's clear that the player is looking into a distance. I'm not sure if pursuing a photographic camera focus is worth it stylistically when the game's lighting isn't trying to match that realism.
Or is this depth of field meant to be the new fog? trying to hide inevitable drawing distance limits.
For example, angling the camera inside your house, locking the camera position and doing some building in build mode. Maybe at that point usual character movement controls instead move the camera position.
Just a thought!
During my trawling through LEGO Lord of the Rings, some time ago, I came across a primitive, developer freecam. It was disguised as a little red quad, which lacked physics and any form of collision, and could fly upwards and downwards. (Some footage of the mentioned freecam can be seen in the video here: https://youtu.be/D6ILMzhHx2Q (sorry for the laggy video)) My question to you is how you would evaluate the viability of implementing a freecam to assist us when taking screenshots in the game. Currently, the only thing we have tantamount to a freecam is the build and model mode camera, which doesn't work in tight environments, and cannot be positioned without getting crosshairs in the screenshot. The actually creation of freecam would probably not be too incredibly complicated, as it would esentially require the changing of the 'stick_length', 'stick_height', and 'stick_sphere_radius' all to '0', disabling rendering of the player mesh, and disabling the influence of physics on the invisible mesh (or adding the flying char ability to an unlisted char serving as the camera), as well as applying to the freecam a custom control scheme.
If you need any inspiration as to the ideal freecam, I'd advise you to look no farther than the camera of the Unreal 4 editor, which from my experience, tends to be heavily regarded as the industry standard, controls-wise.
Thanks!
Regarding the camera: I too support the idea of toggleable first person build mode. It makes interior building/exploring so much easier. Don't delete the current camera though, it works great for exteriors.
Some questions I have for this topics is about the first person view and also the way the camera operates, I will start with the last.
Alot of people have a problem with motion sickness ingame, a popular fix for this is window mode, less shaky camera aswell as an fov-option were the player can increase the fov. It sounds like an option like this would be alot of work seeing the way the camera operates, when it comes to things like selecting what blocks needs to be seen throu and things like that, could you tell us about how such an option would work, or if it is even possible to implement with the current system?
Alot of fps games make use of a first person camera (dooh! why else would they be called first person shoters.) But an reacurring trend have been to zoom out to a 3rd person perspective when some actions are taken, such as but not limited to, climbing ladders, pulling leavers and showing short animations here and there, not to mention car/boat/plane segments tend to be 3rd person in alot of the games, or atleast have an option for it to be soo.
You mentioned that the animations is a core part of lego games, and I agree, but could a solution like this be worth considering? That way you would still get to se alot of the animations, but the players would still have the option to navigate in first person. Something that would be really welcomed in some situations. (indoors, when building, and simular situations comes to mind were I personaly would like first person view.)
Best regards.
The Row.
...then again that's a KBM issue and my experience with all the other LEGO games (except lego island obviously) is that they are best played with a controller which is exactly what I'm going to do anyway. ;v
I found this interesting by the way. Obviously it's stuff people who've played games for most of their lives know but it's neat to see it explained from the perspective of someone actually programming it instead of the usual outside ovservations.
http://store.steampowered.com/app/250340
This game has individual brick building, all possible in first-person, third-person, and free camera modes. I suggest taking a look at how Blockland accomplishes this type of construction and considering how LEGO Worlds could benefit from it.
This game has a lot more variety, ceiling to bedrock space, vehicles, weapons, and a lot more systems. Until we can build in first person, it is merely an exploration action game.