Post by Jatsu on Feb 20, 2015 16:59:48 GMT 1
Just several things to note, since they're primarily design choices and not bugs.
Railgun zooms in camera.
This is already kinda odd considering camera vision is already restricted. However, because the railgun zooms in the camera up to the player's avatar, it also hides whatever target he or she tries to hit making the gun useless in this mode.
Cubegun/Impulse gun can't aim down.
This makes it harder to use their initial purpose, that is, to build from bottom-up or to be able to jump higher than normal.
Render chunk edges are visible.
When you place a camera inside solid blocks, say to create a simple barrier on one side of a 2D platform, the render chunk edges are visible. In fact, the default position in the 2DBASE project type is sitting right on top of a vertical render chunk edge. This increases the likelihood of creating unintentional graphic issues in projects.
Camera doesn't move closer or further away according to blocking objects.
I realize this is meant to be a setting players can manipulate, but if there's a wall in the way, this causes a problem in being able to view a player's avatar. Not all creators are going to mind this drawback. If at all possible, it would be nice that if the camera loses "sight" of the player's avatar, it grays or makes transparent walls in front of it. In light of the optimization issue though, I suppose this would be easier said than done. So I suppose an alternative is to create an overlay of the player's avatar (2D projection) and map it to the facing side of a wall so that players can still get a feel for where their avatar is.
This is really rough feedback, sorry. I didn't revise it much.
Anyone else have feedback on the camera update?
Railgun zooms in camera.
This is already kinda odd considering camera vision is already restricted. However, because the railgun zooms in the camera up to the player's avatar, it also hides whatever target he or she tries to hit making the gun useless in this mode.
Cubegun/Impulse gun can't aim down.
This makes it harder to use their initial purpose, that is, to build from bottom-up or to be able to jump higher than normal.
Render chunk edges are visible.
When you place a camera inside solid blocks, say to create a simple barrier on one side of a 2D platform, the render chunk edges are visible. In fact, the default position in the 2DBASE project type is sitting right on top of a vertical render chunk edge. This increases the likelihood of creating unintentional graphic issues in projects.
Camera doesn't move closer or further away according to blocking objects.
I realize this is meant to be a setting players can manipulate, but if there's a wall in the way, this causes a problem in being able to view a player's avatar. Not all creators are going to mind this drawback. If at all possible, it would be nice that if the camera loses "sight" of the player's avatar, it grays or makes transparent walls in front of it. In light of the optimization issue though, I suppose this would be easier said than done. So I suppose an alternative is to create an overlay of the player's avatar (2D projection) and map it to the facing side of a wall so that players can still get a feel for where their avatar is.
This is really rough feedback, sorry. I didn't revise it much.
Anyone else have feedback on the camera update?