Silent Hill utilises many quirky camera angles throughout to invoke different feelings. trying to replicate this is interesting because movement quite often varies from a world perspective to local axes.
To combat the shift in perpective, I've created a script that I can attach to each and every camera (more precisiely their triggers). This script already grabs one camera from another to allow seemless gameplay. Now they also have an attribute which is set in-editor, this new addition means I can set a camera to either World or Relative. This then passes the information to the player object which then moves based on player input in relation to what type of camera is in use.
So the above script is attached to a cameras trigger box, this then has 2 camera inputs to swap between. It has 2 because while the player is within the trigger 'Cam' is used, when they leave 'Main Cam' is then resumed.
And as you can see 'State' is the method which invokes that particular control style:
Although I've diverted from the games original 'Tank' control scheme to better suit a modern audience, I've retained some of the other core movement mechanics.
To better explain this; in the original if the player is moving in any particular direction he will continue to do so even after a camera transision. It isnt until the player stops moving then any new input is then adapted based on the new active camera.
This means that the player could run in a straight line without having to re-adjust that input, even if the camera changes. The game continues to use any input related to that specific camera from when the input was first detected, even if it is no longer active until any movement input has stopped.
While this behaviour may not work smoothly in some areas, I think overall it better suits the gameplay. Otherwise, if the player always held 'up' for example, I could place camera triggers in a way that the game would automatically always move them without interuption, which wouldnt look or feel right.
So even though I've ditched the classic tank controls, I do believe it doesnt distract from the experience and infact will better allow for newer players. This would be a great matter to be discussed in greater length: "The Evolution of Gameplay".
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