Yes, this is certainly true on both accounts. I’m not too worried about directional disorientation because with the levels being a more open, rounded shape, there isn’t as much a sense of forwards and backwards. In a linear level it is easier to accidentally get the camera flipped around and not remember which direction you were going in. There is also reduced risk of that because rotating the camera has no effect on the position of your character and vice versa, so any change in direction is always your doing and not some auto-movement trying to out-think you.
I think though that it is important for us to add in a compass so that there is no question about where you’re going. Because the map remains fixed, this is also a good point of reference. You can always tell where you’re going based on the direction you’re moving on the mini-map.
At ILE some of the content guys developed levels with a fixed camera in the editor but whenever I’ve done level work I always have a habit of looking at it from every angle anyway, so it hasn’t been much of an adjustment for me. The main issue is just remembering to run through area with the default camera to make sure the visibility works without having to rotate the camera. In recent run-throughs of TQ I’ve found places where visibility is poor and I keep wanting to rotate the camera, so I don’t think it will be any worse than that (and better for most since rotation is at least an option here.
I find it helpful, if there are memorable, distinct landmarks in the field, so that you remember places you visited before and know, where you need to go, without constantly checking the map.
Yes, good point, this is also something we’re trying to think about when designing the levels. So far the GD levels have a much greater density of unique content than the TQ levels, so this hasn’t been too much of a problem. We also have roads (wagon tracks and footpaths) going through a lot of the level so those can be used to help get your bearings as well.
I’m glad you clarified this point as well as mine. Thank you for that. As I think I mentitioned in some other thread earlier already, the unique locations are what makes the game more memorable, and I’m glad to hear you say this. Whenever I think of TQ and it’s locations that has stuck into my head, the first thing that pops outta nowhere is that Passage of Souls. That was short, but had an intense feeling into it.
And TQ had pretty much unique content itself, and to say you’re already surpassed it, wow… Alpha release can’t come soon enough!
Also yeah, gotta agree with the compass-thing. It’s a handy thing to have once you start rotating around mindlessly.
Mini-map being the round small map in a corner, or the popup map I get when pressing M ?
I always get disoriented when the circular map does not rotate with the camera. I am used to ‘up’ being forward, not north. Use a compass for ‘north’.
The popup map on the other hand would not have to rotate (wouldn’t mind if it did either, so long as a compass tells me north), as I cannot see the actual game underneath the popup on most of the screen anyway
Also make some enemy cast a curse upon you that makes your compass’ “north” pointer to switch places randomly at every couple of minutes for like say… 30 minutes?
I dunno, when I played sacred, I found it incredibly annoying that the minimap spun with the camera. I had to set it to sit still so the minimap resembled the full map. Makes more sense to me, and is way less confusing for me. (i use real maps all the time when I am driving or walking to unknown destinations, so I’m used to a full map that doesn’t spin)
Well, I’d reckon it’s not hard to implement an option to make it fixed or rotating. Or even better, make a SLIDER for it, wasn’t those the things people want most?
Just to be clear - TQ still has way more unique art assets than GD, especially if you inclide TQ:IT. However, so far the levels in GD have more unique locations per square foot, so to speak. A lot Greece especially was just running through featureless woodlands, glasslands and up and down mountains without really many points of interest along the way.
The landscape of GD will be dotted by a lot more ruined farms, deserted villages, old mines, sprawling cemeteries, etc. There is a lot more story being told through the world too.
Ohh right, thanks for clarifying. Seems like I just read that earlier reply half-assedly. But anyhow, that’s still a good thing. I gotta agree the Greece was quite a monotonous experience in compared to the rest of the game generally speaking. And that’s just bad since that’s where you especially should strike with variation of scenery and general immersion-creating to keep the interest of players up from the get go.
You make TQ look very bad nowadays, haha. But no matter, the new dawn is coming anyway, just gotta enjoy already how awesome that dawn will be. I mean, TQ is still very cool, but just reading all this stuff makes me cry a little on the deep inside. And I’m glad to cry when I know that we’ll be getting a huge treat in the end anyway.
Agreed, a slider is a solution for everything, 0% -> mini map stays in place, 100% -> mini-map rotates with camera, anything in between -> mini-map rotates a percentage of camera rotation
Heck, if you wanted to, the slider could go past 100% for some fun
Oh well, a checkbox would be enough for most users I guess
I’d like a slider to determine how sliders will work in-game. Maybe a slider to change slider opacity, sliding speed, slider arrow size, slider length, thickness, textures…
While we are at it, new class. Slider. You get a pop out menu for your skills with sliders that operate your spells and attacks. Movement is done with sliders also giving you that genuine sliding feeling.
Now that Ive gone way too far with slider suggestions, we can now stop the slider talk. That’s my campaign title, stop the sliders!
Ok, please… enough about sliders… urge to kill rising…
Anyway, this sounds awesome. I’m pretty excited. I mean I love TQ and all of its sprawling land. A friend said to me once while playing TQ together that he thought I enjoyed clearing the fog of war more than the killing/loot collecting. That may be true because to this day playing TQ I cannot help myself exploring everything that the area will allow and I often wish I could climb those rocky cliffs to new areas or swim to that secluded beach in the distance. And with that I do wish TQ had some extra camera features once in a while. Especially for heading “down” or towards the camera but also just look around at the areas.
I do realize that ARPGs aren’t really the best choice for these types of exploration and/or picturesque scenery wishes but it was TQ’s awesome water and lighting and art that made me want to see more so I guess its not my fault…right?
In short, you have my vote for the optional rotating camera.