Verve platformer & cutscene camera questions
by Mack · in Verve · 06/01/2010 (10:25 am) · 2 replies
Hey Phil,
Right now I'm over viewing some solutions for the brawler (similar to Double Dragon or more recently, Castle Crashers) I'm currently working on. I'm using the Binary version of Torque 3D, version 1.0.1.
I had a few questions about Verve to see if it would do what I require:
+) Map load camera: As soon as the map loads I need the game to take a camera view, either for a cut scene or player camera view
+) Player camera follower: A path based camera that follows the player relatively, since the game is 3rd person platformer. I say relatively because I'd like the game to be multiplayer and the camera forced to keep all players in frame.
+) Multiple cut-scenes: Players camera hit trigger, causing the camera to switch to the cut scene camera, after the scene finishes playing, resumes Player camera.
+) Skippable cut-scene option: because we all love sitting through a 5 min cut scene for the 20th time.
+) Event triggerable camera: If a player pulls off a sweet move I'd like the camera to swoop in, slow motion style
+) Dummy difficult: I'm an idiot, I barely know TS and know absolutely nothing of any other languages. I understand that this may not mesh well with some of the things I brought up (Event trigger camera), but I hope to learn and grow my skill set over time. I'd just like to get the basics up and rolling for playtesting.
If you have any questions please feel free to let me know.
Right now I'm over viewing some solutions for the brawler (similar to Double Dragon or more recently, Castle Crashers) I'm currently working on. I'm using the Binary version of Torque 3D, version 1.0.1.
I had a few questions about Verve to see if it would do what I require:
+) Map load camera: As soon as the map loads I need the game to take a camera view, either for a cut scene or player camera view
+) Player camera follower: A path based camera that follows the player relatively, since the game is 3rd person platformer. I say relatively because I'd like the game to be multiplayer and the camera forced to keep all players in frame.
+) Multiple cut-scenes: Players camera hit trigger, causing the camera to switch to the cut scene camera, after the scene finishes playing, resumes Player camera.
+) Skippable cut-scene option: because we all love sitting through a 5 min cut scene for the 20th time.
+) Event triggerable camera: If a player pulls off a sweet move I'd like the camera to swoop in, slow motion style
+) Dummy difficult: I'm an idiot, I barely know TS and know absolutely nothing of any other languages. I understand that this may not mesh well with some of the things I brought up (Event trigger camera), but I hope to learn and grow my skill set over time. I'd just like to get the basics up and rolling for playtesting.
If you have any questions please feel free to let me know.
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#2
It looks like Verve may do what I'm looking for. I apologize for a bit of the confusion in my primary post. I just want a general camera to track the player(s) through the level, when the player(s) comes to an area where a sequence is to be played out the sequence would play, then resume back to the camera which would be following the player. It seems that Verve would have no issues with this, but I just wanted to make sure.
06/02/2010 (3:27 pm)
Thanks for your quick response Phil. :)It looks like Verve may do what I'm looking for. I apologize for a bit of the confusion in my primary post. I just want a general camera to track the player(s) through the level, when the player(s) comes to an area where a sequence is to be played out the sequence would play, then resume back to the camera which would be following the player. It seems that Verve would have no issues with this, but I just wanted to make sure.
Associate Phillip O'Shea
Violent Tulip
As far as cutscenes are concerned, you can pretty much do whatever you like. You can add multiple cameras to your scene, you can cut between different angles, attach them to predefined paths, etc. Skipping a cutscene is as simple as telling the controller to stop playing, then switch back to the game.
Event camera? It depends on the complexity you are after. It could be done quite easily in script if you want a basic effect, but you could do some pretty cool stuff with Verve in this respect. If all you wanted was to focus on the player and enable slow-motion, then you could definitely just get away with TS there.
I guess I'm not well placed to comment on how easy Verve is to use. Other users have had trouble with some quirks which unfortunately lurk in T3D (and consequently affect Verve), but I've not heard any major complaints ;) That's definitely not to say its easy to use, just like any tool it requires you to understand how to use it. I've got a pile of tutorials available online, you are welcome to have a look over them to get a feel for how it all works:
www.violent-tulip.com/dev/?doc-type=verve-docs
I'm in the process of updating the website, so if you see any issues give me a yell!
Thanks Mack.