The Z key returned the camera to pointing north, though it didn’t affect the zoom or the vertical.
Yeah it did have this, but what I meant was that after talking to some NPC’s which auto zoomed in and out, the camera never went back to the default position. It started moving more and more closer to your toon. I wish I could have made it so that the camera never auto zoomed (maybe you can with the optionscustom)…
I personally could care less about a rotational camera. It’s just been my experience that most games of this type that have a rotating camera also had higher requirements & it was taxing on the processor & graphics card. Games that used a fixed camera seemed to have a beter frame-rate and a more constant performance, and better looking graphics. But that’s just me.
If its an option, then that satisfies everyone.
BTW
I love Titan Quest, & still play it to this day.
I am so stoked about this game.
That is true as now stuff has to rendered in such a way that it can be viewed from just about all angles. I also could care less about rotation, as I never use it as long as character positioning is just right. Although driving south in TQ was a bit awkward. The last thing I want though is to have to worry about the camera more than that BIG ugly guy wanting to smash my face!
Sorry if this is off topic, but I didn’t know where else I could mention it…
I have already expressed my opinion on a rotating camera, as I honestly think it’s over-rated. I’ve played Dungeon Siege & Loki & Sacred 2 quite a bit (all featuring a rotating camera), & I never thought it was a great feature to have. In some ways it even detracted from the experience, because instead of playing the game, I was constantly rotating the camera because the game was set up in such a way to make it a neccesity. So if grim Dawn utilizes it then I will hardly use it (unless I have to), & if it doesn’t then I will not miss it, nor complain about it, but enjoy the game regardless.
But having a rotating camera does not enhance a game at all, but that is just my opinion.
Maybe I’ve just yet to see it implimented well ?
But what I really wanted to bring up was whether or not playable characters were going to be more varied, or at least more customizable in appearance…?
In Titan Quest, I wish that there were more choices given to playable characters than just choosing between male & female. The skill trees were great, and very diverse, but having the same two choices (male & female) without the ability to at least change their hair color was a tad bit disappointing.
If there were more character choices than customizing a characters looks wouldn’t matter so much.
So I was just wondering if Grim Dawn is going to have multiple characters to choose from, or at the very least the ability to cosmetically change character appearance ?
That way, we can have multiple characters going on without them looking the same.
I don’t really have any issues with camera rotation. But in Torchlight, the auto-zoom when talking to NPC and opening the inventory annoy me.
@ Shawnmck - In Dungeon Siege II, the rotating camera worked well because of all of the enclosed map spaces; clutter making it hard to see without rotating the camera. In TQ the necessity wasn’t there (for me at least).
Yeah, me to. It was the same in S2. A simple toggle for this would have been great.
lol great news medierra!!!
As you might remember I had a somewhat vocal opinion about Titan Quest, having seen the initial gameplay trailers that showed the rotation ability built into the engine and then learning that it had been “re-thought” and disabled
Sorry about that lol
As a true fan of TQ and still currently play my original toon in Legendary Egypt atm I can say that I love TQ without the ability to rotate.
That said, I feel that the ability and “choice” to use it is a Win/Win decision…very glad you were able to build it in to GD
I, for one do not really care about the rotating camera, especially if it hinders performance. In TQ, the gamplay was never comprimised and everything that the game attempted, it did well. A rotating camera could not have aided or added to my enjoyment of the game in any way. The lack of cutscenes also was addition by subtraction. Nothing pulled you out of the world unnecessarily.
What did enhance the experience was the diversity of environments from an Architectural, Geological and Archeological perspective. I paused last night to see Egyptian sculptures at the entrance to the Library. There are SO many sights like that in TQIT that just make you marvel, with The Great Wall being perhaps the most obvious. The transition from the snow covered mountains to the lush river valleys was handled smoothly (except for those Dinosaurs!). The set period buildings, structures and art was all really detailed. A lot of love was poured into that game and that is what brings me back, when my affection for the “new girl in town” (e.g. Torchlight) wanes. TL may do some things better (random dungeons, pets travel to town to sell loot), but the overall experience is not quite the same, not as rich. Just my 2 cents.
Oh I remember well! Haha… No worries! Honestly, at the time it was doubly frustrating for me because I had to explain on the forums why we couldn’t have camera rotation but early in the project I had argued for camera rotation on TQ and never quite understood why we couldn’t do it. We had no trouble adding it for Grim Dawn and it works great. Maybe we’re in for some sort of terrible surprise.
I have to admit, I actually went back and played a little TQ:IT the other day for old time’s sake. There is never a time when you NEED camera rotation but there are times when it would simply be more optimal to change your view angle. For one thing, I hate running towards the camera. I only rarely rotate the camera in Grim Dawn but not being able to do it when I wanted to in TQ drove me nuts!
Uhh… cool?
I thought camera rotation had to do with art? Showing the back side of an object or terrain means more work for the artist. Also, the system will use more resource when the camera spins. I noticed this with the camera mod in TQ, it stutters as the camera rotates.
I hope in GD case, it’s not true.
The art in TQ was all designed to be viewed from 360 degrees. This was done despite the fixed camera so that level designers could rotate objects in different directions and reuse them. Also, since the player is free to run around behind objects, you can see a good portion of the backface of most objects anyway.
The camera mod for TQ that I tried wasn’t coded for smooth rotation. It rotates incrementally with each key-tap or if you hold the keys it basically does the same thing but more rapidly due to the windows auto-repeat function. At least, thats how it works so far as I can tell. So I don’t know if you’re talking about this or actual stuttering due to performance.
In Grim Dawn the camera rotation is fluid so you don’t get this effect. If you have a low-end system and are pushing the limits of your system with the video options, then maybe it would hitch when you first start to rotate. The computer I test the game on would have been considered mid-level about 3 years ago. I have no problem rotating the camera. If you have a really low-end system, you may just have to play with fixed camera but, if that’s the case, then it is no worse than TQ at least. Although really, I don’t expect this to be an issue unless you like to play the game with the camera constantly spinning.
I don’t really understand how anyone can complain about this feature (oh wait… this is the internetz nm). If you don’t want to rotate the camera, pretend it doesn’t exist and it has absolutely no effect on the game. If you do want to rotate the camera, hey, we’ve got it!
There is a file called “ITCameraMod for 1.17community.zip” with a few cfg file tweaks its nearly hitch less except for a minor delay when you hold the rotation key.
Who ever made that file needs a hug and a massive… i dont know, gold plated roman sword!
Yes! That is what I meant, the initial press to rotate stutters only. Other than that it’s fluid. And I am not against the idea of camera rotation, I support it 100%!!
Rotating Camera, love it!
This will also open up a bit of freedom for screen shots to share with other players. Would be cool if there was a totally free camera mode that you could enter for taking screenies. Being able to zoom right in to a face with an epic back drop would be cool. Maybe you can already do that with how the camera is set up.
Will having a rotating camera give any advantages of line of sight or seeing a bit further than a player who has a stationary camera? Will you be able to see mobs before another player with the rotating camera?
I think i did read in this thread that there is no difference, but im finding it hard to picture in my mind. Does the distance from the players character to the edge of the screen stay the same in both camera modes?
Even as it is, you can certainly take more interesting screenshots. Adding in extra art like distance backdrops that you could only see in “special screenshot mode” would slow down performance during gameplay when you couldn’t see them, so I don’t think this is a good idea. I also think it could be bad to have a camera mode that was only available for taking screenshots as we could end up with a lot of screenshots that are not representative of real gameplay.
Will having a rotating camera give any advantages of line of sight or seeing a bit further than a player who has a stationary camera? Will you be able to see mobs before another player with the rotating camera?
Yes, there is definitely an advantage to rotating the camera. This is sort of unavoidable since you can see further in the direction the camera is facing by default. Allowing the player to rotate it means you can always have the optimal view, as opposed to the fixed camera where sometimes you’re facing / fighting toward the camera where you have a shorter view.
Personally, I think most people will be hooked on camera rotation once they try it. It is so easy to use that I don’t even realize I’m doing it and I think it makes the game more enjoyable. Every time I go back to play TQ now I keep trying to rotate the camera and it drives me nuts that I can’t.
If it is against your religion to rotate camera or whatever, then it will play exactly like TQ (at least so far as the camera goes).
Would be nice to add a shortcut or select a key to reset the position of the camera to its default, whichever it is - facing “north”, behind the character, following, etc.
I’m not sure it is really necessary - I mean it isn’t like some games with more complicated camera controls where the camera can get all messed up and you just want to reset it. It is extremely simple and I can’t think of a reason why you you’d want to auto-reset. When you rotate the camera view never changes, you just change directions. We will see what people in alpha. I am pretty certain that even most people saying they hate the very idea of camera rotation will use it and like it.
Well, the only “disadvantage” I can think of rotating the camera constantly is your sense of direction might get a bit off at some point. Though it’s not really an issue since the map is gonna get thoroughly explored anyway by constantly checking the map.
I guess there’s a bit more work at making the world since you need to take in account that you can rotate camera, thus needing to polish it at every angle, not just where fixed camera angle would want you to see.