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Tags: sewer, rats, zOMG! 

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Map Making and stuff.

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DrQuint

Girl-Crazy Ladykiller

PostPosted: Thu Nov 03, 2011 8:56 pm


The idea on ******** with the camera point of view for godly depth effect

Just wanted to say... We now KNOW that size isn't a "fixed" scale and can be changed to individual targets. It might only currently work in specific increments though (we've seen 2x, 3x and 5x at the meat) but still, I feel like posting about it again.

Would need to be a terribly well placed view though. Like a stairway exiting an area, so the "small size" would be just a cosmetic effect for dramatic tension while you enter the new area. As suggested before.
So yeah it's totally never happening. But COULD!

Also, I think we could totally get creative, and look,this would be a real mess to work with since long ranged rings would look like they get extended range, but it'd still be a definitely memorable moment of the game: A division of two paths that leads to screens that show a upper path "far away" and a lower path that is "closer to the camera". Both paths always remain on-screen. You can see the divided crew on the same screen, some closer others far away.

Example of that perspective: http://www.youtube.com/watch?feature=player_detailpage&v=ma0wkjoWc9U#t=362s



A suggestion and a old discussion revival. I'm totally just moving z!magine activity into this place.
PostPosted: Thu Nov 03, 2011 8:59 pm


"we've seen 2x, 3x and 5x at the meat"
1.5 was shown too, man.

gataka

Familiar Lunatic


Red Kutai

Benevolent Codger

PostPosted: Fri Nov 04, 2011 4:28 am


Quint's plans yet confound me.


  • Invite all meeting attendees to z!magine.
  • Move all z!magine activity to secret meeting Guild, anyway.
  • ????
  • Profit!


Anyway, I'm pretty confident that any display object in Flash carries scale values, naturally - the question was simply how easy it would be to modify them. Considering that halzy was potentially mucking with things at a very basic level, it's still yet to be seen how easy this would be to implement in a real area. However, seeing as they managed it with water depth (and allow me to repeat the brilliance of using an opacity mask, both there and here) which is not a feature native to every display object in Flash, something tells me it wouldn't be too tough. whee

The divided paths in your example work best with side-scrolling (that is, where the z:y ratio is relatively large) - and I'm not sure how zOMG! would handle side-scrolling. Our current environments are handled at more of a three-quarters (or higher) angle, but seeing as our avatars are more of a flat view, they may be able to handle it. Actually, using scaling like this to indicate depth may be just what's necessary to make low-angle maps work - if we think low angle maps would be desirable, and can think of a good place to utilise them, this would probably be the best way to make that work.

Scaling works best in low-angel maps, so how do low-angle maps work best? What can side-scrolling offer us that we have a hard time doing otherwise?
PostPosted: Fri Nov 04, 2011 10:00 am


Red Kutai

Scaling works best in low-angel maps, so how do low-angle maps work best? What can side-scrolling offer us that we have a hard time doing otherwise?


Low angle maps work best by being "rare". I would find a specific map doing it both being much less of a workload and, by being a unique view, it would become far more memorable that way. That's why I say that if this was ever done, it should be done on an area's exit, sort of like this, by rotating the camera up instead of moving it when entering that screen. It'd make the trek on the exit segment seem more ominous.

I don't think it would truly require side scrolling. But it would be nice if the game had it when it was first made though. 3nodding It would need separate screens to go from one path to the next though. Separating the crew at one point making use of the effect and reuniting them for a few screens under this view. Perhaps the example I posted wasn't that great since it shows something in the horizon, while what I meant could also be more on the lines of filming down someone near a cliff overlooking a huge hole, with more players in that hole. Same camera angle we have right now actually, only with depth instead of walls/ground.
The thing is, it'd force whoever was "close" to have to walk trough much shorter segments. And that person would also have narrow space to walk in since they couldn't overlap the other pass too much with their avatars. It would be no problem to cover a bit, since the "position" you're standing in is defined by the avatar's feet.




Which btw... different issue: Why couldn't we build bridges or overlap segments of path anyway? Maybe it's too late NOW, but it should have been done easily!

I shall demonstrate:

See this?

User Image - Blocked by "Display Image" Settings. Click to show.

I shall apply zOMG! pathing to it!

User Image - Blocked by "Display Image" Settings. Click to show.

And now, let's pretend I want it so we can actually enter the water on the orange areas

User Image - Blocked by "Display Image" Settings. Click to show.

Only... players can't go under the the bridge if they ever step on water. They'd collide with the other pathing and confuse the game, as you can't step the same area while being both above and under ground.

Except of course, if we make more than one type of pathing! We create two "states" that players can be: "Under" and "Above".
Player who are "above" will treat all green pathing as solid.
Players who are "under" will treat all pink as solid.
While in the Orange area, the players will be "neither" and will gain the status of the next pathing they step on.
The white area can be stepped by both players under and above ground, without changing their status, and objects in there will layer accordingly: Always below players who are above and above players who are below.

User Image - Blocked by "Display Image" Settings. Click to show.

If you use a ring on something that has an opposite layer status different to yours, the ring fails. If you are stepping on the "neither" zone, you can target both zones.
Sure, the current autopathing would never work in a place like this, but no one can say that layer pathing wouldn't work... If they bothered with it in the beginning.
/stuck would need to check your height status before checking if you were stuck, of course.

DrQuint

Girl-Crazy Ladykiller

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