Game Development Community

Rotary Phone implementation

by Paul Z · in Torque Game Engine · 01/28/2005 (6:54 am) · 4 replies

Folks,
I would like to ask for some advice implementing a rotary phone in TGE. Basically, I want the Player (in First Person Perspective) to be able to walk up to the phone, pick up the hand set and dial a number. No problem with picking up a hand set, I use weapon mount functionality. But I have a hard time conceptualizing the implementation of the rotary dialer. A current though is to create a DTS object with a number of animations, corresponding to dialing numbers 0 through 9. But how would I figure out which animation to play (i.e. which number the player decided to dial)? By adding a separate collision box for every number? The player will use mouse to selct numbers on the rotary
Another thought is to solve this problem by adding a special GUI element, which will pop up on screen when the player picks up the handset, and that would allow player to enter a number via keyboard. I would prefer to have first idea implemented.
Any thought/suggestions would be much appreciated.

#1
01/28/2005 (7:24 am)
After the player picks up the hand-set, orient the camera/player so that they are facing the phone. Then animate the rotary section accordingly without showing the actual finger doing the dialing. A number of adventure titles, both 3D and 2D have already made this a common disbelief element that players are willing to suspend.
#2
01/29/2005 (9:51 am)
I would go with the GUI approach, like show the face of the rotary phone, they click a number, and then you can see the rotor on the DTS spin, it wouldnt need seperate animations, just a spinning face, unless the camera was up really close to the phone.
#3
01/29/2005 (10:14 am)
And if you separated the rotary dial from the phone itself, all you're have to do is rotate the dial a certain distance depending on the number they touch.
#4
01/31/2005 (9:14 am)
Folks,
Thank you for your comments. I've decided to go with the extra GUI element. It was very easy to implement, although it took me some time to figure out how to control the animations...
Thanks, P.Z.