Adventure game any ideas?
by Luke Smith · in Game Design and Creative Issues · 07/04/2007 (10:35 am) · 2 replies
Hi all
I am planning to begin work on a 3d adventure game sometime soon. The game will be 3d and of a cartoon type style. The game will be a puzzle solving adventure like the monkey island series etc. The problem is I am unsure about what kind of controls to use here are some options tell me which you think sounds best,
The first is to have multiple static cameras which switch as you go into different areas. like for instance monkey island 4 or resident evil games.
The second is for it to be first person like for instance myst. This would give it a more personal feel as though you are the character.
The third is for it to be third person seen from behind the character. This would allow for more physical puzzles like jumping over things etc.
The
I am planning to begin work on a 3d adventure game sometime soon. The game will be 3d and of a cartoon type style. The game will be a puzzle solving adventure like the monkey island series etc. The problem is I am unsure about what kind of controls to use here are some options tell me which you think sounds best,
The first is to have multiple static cameras which switch as you go into different areas. like for instance monkey island 4 or resident evil games.
The second is for it to be first person like for instance myst. This would give it a more personal feel as though you are the character.
The third is for it to be third person seen from behind the character. This would allow for more physical puzzles like jumping over things etc.
The
#2
Haven't played Myst much, so I'm not sure about how that would play, so I'll not bother with any false opinions there.
Now the third person camera is, I think, the most common, and I'm assuming this would be controllable, where the player is free to move the camera on its own? If so, I beg you to make sure to include the right scripts or codes or whatever (I'm a writer, so I don't know the technicalities) to avoid, to the extent of your ability, any places where the camera gets "stuck", or blinds the player, or refuses to rotate, or otherwise makes platforming a hellish venture. If you want to go for platforming, I think this would be the best style. Other game types, like a more combat oriented, could do well with the static cameras, because when you're fighting enemies I don't like to have to worry about my camera. God of War, for instance, has a camera system that is out of the players hands, and while it's not perfect, it allows me to concentrate on slaying the next beast.
So, in many more words and little extra meaning, I basically mean to say that I agree with Dorsey
07/07/2007 (9:07 am)
I agree with Dorsey, the camera and control style depends not on what we say we want, but what the game's needs will dictate, and what you are trying to do. What I see, is that all three of these would lend themselves to different level design. If you had static cameras, then your levels would have to be designed with those camera positions in mind, so that your character, enemies, items, etc are never hidden or concealed from the player, unless you are specifically trying to do that. The levels should also probably be designed, if you go with that scheme, with broader and more open levels. If you're in a dense jungle, it will be hard to place a camera that will work well and is far enough/close enough away to be effective.Haven't played Myst much, so I'm not sure about how that would play, so I'll not bother with any false opinions there.
Now the third person camera is, I think, the most common, and I'm assuming this would be controllable, where the player is free to move the camera on its own? If so, I beg you to make sure to include the right scripts or codes or whatever (I'm a writer, so I don't know the technicalities) to avoid, to the extent of your ability, any places where the camera gets "stuck", or blinds the player, or refuses to rotate, or otherwise makes platforming a hellish venture. If you want to go for platforming, I think this would be the best style. Other game types, like a more combat oriented, could do well with the static cameras, because when you're fighting enemies I don't like to have to worry about my camera. God of War, for instance, has a camera system that is out of the players hands, and while it's not perfect, it allows me to concentrate on slaying the next beast.
So, in many more words and little extra meaning, I basically mean to say that I agree with Dorsey
Torque Owner Jesse Dorsey
(Thinking back to Monkey Island its static camera did annoy me in that 1 physical puzzle)
Ultimately it all goes down to what you want your game to accomplish. Just asking what is everyone's favorite is not really a good way to go.