controlling camera POV pitch
#4
Posted 06 February 2012 - 01:57 PM
#5
Posted 06 February 2012 - 03:36 PM
And the only thing I'm not liking is the camera. it seems very clunky and doesn't zoom out far enough.
And the pivot feature would be very useful. it would be good for aiming at someone's head for a clean shot.
#6
Posted 07 February 2012 - 10:32 PM

#7
Posted 08 February 2012 - 08:06 AM
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#9
Posted 08 February 2012 - 08:25 AM
However: Yeah, the work continues. Can't say yet if it will be a day 1 patch (which is, thanks to steam, no problem at all) or if it will be in an update a few days later.
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#10
Posted 08 February 2012 - 01:38 PM
Coreplay is working on the camera and as far as I know it will be a little bit different in the final version. However: These perspectives, which are used here, were only used for screenshots.
Is there any chance that zoom in\out limits for camera will be changed?
I wish I could zoom out much more to have a better tactical view playing the game at 23 wide screen with 1920x1080. However now the feeling is the same with originla JA at 640x480 - too close and to much screen scrolling needed. Original JA was turn-based at least and now we need to react faster and scroll more in the fight to figure out what is happening around.
Btw, impossibiluty to scroll the screen simply with a mouse (what is a standard way of controlling the camera for any RTS) is also a pain.
Actually, the game itself looks quite promissing (basing on the demo at least), but usabillity needs to be improved for certain.
#11
Posted 08 February 2012 - 05:11 PM
Coreplay is working on the camera and as far as I know it will be a little bit different in the final version. However: These perspectives, which are used here, were only used for screenshots.
No imp (is present on videos) and now this...
you show things that are not present in the game, it's scam
#12
Posted 08 February 2012 - 06:27 PM
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#15
Posted 08 February 2012 - 09:49 PM
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#16
Posted 09 February 2012 - 01:06 AM
Zooming OUT more would decrease the amount of scrolling one has to do. Zooming out does not affect balance but only give the user more convenience, which should be priority #1 when designing a UI.
Zooming IN would allow players to maybe see more terrain and make it more convenient to aim at the different parts of the body on enemies. While I am not sure we need to be as close as those "publicity" screenshots, but closer than the current demo would be very much appreciated.
I dont see how an argument against either of these requests or the tilt/rotation points could possibly be made since neither affect balance, but would only improve the UI
#17
Posted 09 February 2012 - 07:58 AM
Thats quite a bit different and does not really help the argument. You are talking about Gears of War which is a 3rd person shooter with an slight chase cam angle. AFAIK, my only experience being Gears 2, you are only in control of one avatar on the screen at once. The OP has a very valid concern/criticism in that a TACTICAL game with the birds eye view does not allow the user to zoom in or out more.
Zooming OUT more would decrease the amount of scrolling one has to do. Zooming out does not affect balance but only give the user more convenience, which should be priority #1 when designing a UI.
Zooming IN would allow players to maybe see more terrain and make it more convenient to aim at the different parts of the body on enemies. While I am not sure we need to be as close as those "publicity" screenshots, but closer than the current demo would be very much appreciated.
I dont see how an argument against either of these requests or the tilt/rotation points could possibly be made since neither affect balance, but would only improve the UI
I think they limited zoom in for the reason that "omg, players could see some details that we don't want them to see" and zoom out for the reason that "omg, if player zoom out too much an FPS rate can fail and players will become unhappy about it". There is also an option that they don't care about usability at all. At least camera controls in the demo makes me to think so.
#18
Posted 09 February 2012 - 09:17 AM
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