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1 Game Control. 2 Camera Control Types Types First-personal view First-personal view Third-personal view but following the playable character Third-personal.

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Presentation on theme: "1 Game Control. 2 Camera Control Types Types First-personal view First-personal view Third-personal view but following the playable character Third-personal."— Presentation transcript:

1 1 Game Control

2 2 Camera Control Types Types First-personal view First-personal view Third-personal view but following the playable character Third-personal view but following the playable character God view God view Fixed camera Fixed camera Following the playable character Following the playable character Fixed view Fixed view Pre-rendered background Pre-rendered background Pre-set view Pre-set view … Very sensitive to game play design & game control Very sensitive to game play design & game control Camera control is not an independent system Camera control is not an independent system

3 3 Case Study I – Simplified Third-personal View (1/6) Use arrow keys (or W-A-S-D keys) on keyboard or gamepad Use arrow keys (or W-A-S-D keys) on keyboard or gamepad Basic key assignments : Basic key assignments : Up key to move the playable character forward Up key to move the playable character forward Down key to turn character facing to the camera and move forward Down key to turn character facing to the camera and move forward Left & right keys to turn the character to left or right Left & right keys to turn the character to left or right

4 4 Case Study I – Simplified Third-personal View (2/6) The camera following the character to move The camera following the character to move And keeping a range of distance, a reasonable height and look-down angle with the character. And keeping a range of distance, a reasonable height and look-down angle with the character. q Distance PC Camera Height

5 5 Case Study I – Simplified Third-personal View (3/6) Detailed key assignments : Detailed key assignments : Up key Up key Turn the character facing back to the camera Turn the character facing back to the camera Move the character forward Move the character forward If the distance between the character and the camera is larger a pre- set range, move the camera forward to keep the distance. If the distance between the character and the camera is larger a pre- set range, move the camera forward to keep the distance. At the same time, the height to the ground will be changed to synchronize with the character. At the same time, the height to the ground will be changed to synchronize with the character. Down key Down key Turn the character facing to the camera Turn the character facing to the camera Move the character forward Move the character forward The camera will move backward to keep a distance with the character. The camera will move backward to keep a distance with the character. The height to the ground will be changed to synchronize with the character. The height to the ground will be changed to synchronize with the character.

6 6 Case Study I – Simplified Third-personal View (4/6) If the camera is blocked by obstacle to move backward, raise the height of the camera but keep the eyes on the character. If the camera is blocked by obstacle to move backward, raise the height of the camera but keep the eyes on the character. PC Camera

7 7 Case Study I – Simplified Third-personal View (5/6) Right key Right key Turn the character facing to the right of the camera. Turn the character facing to the right of the camera. Take the camera’s position as a circle center and the distance between the camera and the character as the radius. Take the camera’s position as a circle center and the distance between the camera and the character as the radius. Set the circle as the movement orbit. Set the circle as the movement orbit. Let the character move on the orbit. Let the character move on the orbit. When the character moving, turn the camera to right to keep eyes on the character. When the character moving, turn the camera to right to keep eyes on the character.

8 8 Case Study I – Simplified Third-personal View (6/6) When the character hitting the obstacle, let the character keep on turning and moving, use the same approach in “Down key” step to raise the camera. When the character hitting the obstacle, let the character keep on turning and moving, use the same approach in “Down key” step to raise the camera. Left key Left key As same as “Right key” step except the left direction. As same as “Right key” step except the left direction. Reference game examples: Reference game examples: Sprinter cell 3 Sprinter cell 3 PSO PSO Prince of Persia( 波斯王子 ) Prince of Persia( 波斯王子 ) The Legend of Zelda ( 薩爾達傳說 ) The Legend of Zelda ( 薩爾達傳說 ) … Demo Demo

9 9 Case Study II – First Personal Shooting (1/2) Use arrow keys (or WASD keys) on keyboard or gamepad for camera moving Use arrow keys (or WASD keys) on keyboard or gamepad for camera moving Basic key assignments : Basic key assignments : Up key to move the playable character forward Up key to move the playable character forward Down key to move the character backward Down key to move the character backward Left & right keys to move the character in left or right direction Left & right keys to move the character in left or right direction W AD S

10 10 Case Study II – First Personal Shooting (2/2) Use mouse moving to control the camera’s orientation Use mouse moving to control the camera’s orientation Horizontal moving turns the camera to right or left Horizontal moving turns the camera to right or left Vertical moving makes the camera to tilt Vertical moving makes the camera to tilt A hierarchical structure for the FPS camera A hierarchical structure for the FPS camera Camera Camera Only performing the camera tilt Only performing the camera tilt Camera stand Camera stand The parent of the camera The parent of the camera Performing the camera’s movements and turning in horizontal Performing the camera’s movements and turning in horizontal


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