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GDM September 2011 PDF

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T H E L E A D I N G G A M E I N D U S T R Y M A G A Z I N E v o L 1 8 N o 8 S E p T E M b E R 2 0 1 1 I N S I D E : I N T E L L I G E N T c A M E R A S S w o R D & S w o R c E R Y p o S T M o R T E M The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 T H E L E A D I N G G A M E I N D U S T R Y M A G A Z I N E V O L 1 8 N O 5 CONTENTS.0911 VOLUME 18 NUMBER 08 MMMMMMM AAAAAAA YYYYYYY 2222222 0000000 1111111 1111111 IIII NNNN SSSS IIII DDDD EEEE :::: BBBB RRRR OOOO WWWW SSSS EEEE RRRR TTTT EEEE CCCC HHHH MMMM EEEE GGGG AAAA ---- RRRR OOOO UUUU NNNN DDDD UUUU PPPP DEPARTMENTS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] The Portable Future 4 HEADS UP DISPLAY [NEWS] The Difference Initiative, HALO 2600 Source Code Released, and Flashback, Recipes, and Zombies POSTMORTEM 31 TOOL BOX By Bradley Meyer [REVIEW] Soundminer HD 14 SECTION 8: PREJUDICE With SECTION 8: PREJUDICE, TimeGate took what was planned as a 35 THE INNER PRODUCT By Nick Darnell [PROGRAMMING] console game and presented it as a $15 downloadable title. Not only Automated Occluders for GPU Culling did the team have to change its way of thinking about pricing and presentation, it also had to work out how to shrink assets and scale 42 THE BUSINESS By David Edery [BUSINESS] the design appropriately to fit within the download limit. As this sort Realm of the Mad Developers of story grows more common, the lessons learned here become more important. By Adel Chaveleh 44 PIXEL PUSHER By Steve Theodore [ART] Conan the Illustrator 22 SWORD & SWORCERY Much to everyone's surprise, not least the developers, a tiny iOS 47 GOOD JOB! By Brandon Sheffield [CAREER] adventure game known as SWORD & SWORCERY was featured twice Q&A with Scott Brodie, Who Went Where, in Apple's shop and went on to sell over 250,000 units. This game, and New Studios with its odd visuals, odd design, and odd music, was in turn an odd collaboration by three different creatives. This went both as well and 48 DESIGN OF THE TIMES By Damion Schubert [DESIGN] as poorly as you can imagine. By Craig D. Adams, Kris Piotrowski, Good Grief! and Jim Guthrie 50 GDC NEWS By Staff [NEWS] FEATURES Game Developers Choice Online Awards Honor Kesmai Founders, SOE's EVERQUEST, GDC China 7 THE STICKY COLLISION BEAM Registration Now Open, First Talks Revealed Creating intelligent third-person cameras is rife with difficulty. There are enemies to keep in view, obstacles to avoid, and important objects 51 AURAL FIXATION By Jesse Harlin [SOUND] to highlight. Here, engine programmer Eric Undersander proposes Playing The Field a camera with a sticky collision beam to bypass many of the major issues faced by AI-controlled cameras. By Eric Undersander 53 EDUCATED PLAY By Tom Curtis [EDUCATION] WOMP! 40 BEAUTIFUL CODE: AN INTERVIEW WITH BILL BUDGE Bill Budge paved the way for user-generated content with his early 56 ARRESTED DEVELOPMENT By Matthew Wasteland [HUMOR] games PINBALL CONSTRUCTION SET and RASTER BLASTER. But that wasn't Outsourcing Life really his intention—he just likes making software tools. This interview tried to get at the heart of his love for code. By Brandon Sheffield 1 GAME DEVELOPER | XXXXX XXXX WWW.GDMAG.COM 1 GAME PLAN // BRANDON SHEFFIELD GAME DEVELOPER MAGAZINE WWW.GDMAG.COM THE PORTABLE FUTURE United Business Media 303 Second Street, Suite 900, South Tower San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090 IN THE HANDHELD MARKET, SONY AND NINTENDO’S GREATEST ENEMIES MAY BE THEMSELVES SUBSCRIPTION SERVICES BY THE TIME YOU READ THIS, WE’LL PSP, because that has essentially and large living in that “smaller” FOR INFORMATION, ORDER QUESTIONS, AND already know the preliminary happened in Western markets arena. While the platform holders ADDRESS CHANGES results of Nintendo’s 3DS price already. The PSP still does well insist that they offer deeper t: 800.250.2429 f: 847.763.9606 drop. As of this writing, we can only in Japan, where, popularity-wise, experiences than the smartphones, e: [email protected] speculate, but we do know that piracy is less, and MONSTER HUNTER that has to be backed up not only FOR DIGITAL SUBSCRIPTION INFORMATION this is one of the most drastic price is decidedly more. But even there, by the software, but also by the www.gdmag.com/digital drops that has ever been made the PSP is definitely ready for a delivery of that software. If my Droid EDITORIAL so close to a system’s launch. The successor. can easily download games on the PUBLISHER decision-makers at Nintendo did it The Vita has a touch screen on train, shouldn’t my Vita be able to Simon Carless l [email protected] because they had to. But why did the front, and a touchpad on the do it better, if it’s the deeper, more EDITOR-IN-CHIEF they have to? back (and if that winds up being dedicated console? Downloadable Brandon Sheffield l [email protected] One of the big problems is a fantastic gameplay enabler stores are going to be an incredibly PRODUCTION EDITOR Jade Kraus l [email protected] differentiation. Without the 3D, the I'll eat my hat). That’s a bit of important factor in the next ART DIRECTOR 3DS is more or less a DS with nicer differentiation, but in a game like generation of handhelds’ success, Joseph Mitch l [email protected] graphics. Without a big software UNCHARTED: GOLDEN ABYSS, how and both Nintendo and Sony have a DESIGNER push, that’s not nearly enough to central will the touch screen really long way to go here. Jessica Chan CONTRIBUTING WRITERS warrant a purchase if you have a DS be to core gameplay? Everything If Nintendo and Sony are Tom Curtis already, especially if you’ve already that’s been announced for the Vita going to keep saying that Jesse Harlin replaced your older DS with a DS Lite, so far has been pretty hardcore- their handhelds offer deeper Bradley Meyer Steve Theodore DSi, or XL. Consumers are clearly oriented. The console is essentially experiences for core players than Nick Darnell taking a wait and see approach to a PSP with nicer graphics—but iOS and Android, they should David Edery the 3DS, but while they wait, DS in opposition to Nintendo, I don’t back that up with the biggest Damion Schubert Matthew Wasteland sales are dropping significantly. It think this is a problem for Sony. differentiator between the two ADVISORY BOARD seems that people are waiting to The PSP was always pitched as a system styles—buttons and Hal Barwood Designer-at-Large see whether the 3DS will become console experience in a handheld, control. If you’re going to say Mick West Independent Brad Bulkley Microsoft relevant to them, and they are not a disruptive device. The DS you’re better than Apple, stop Clinton Keith Independent already mostly done buying DS units was meant to change the way we trying to shoehorn Apple’s ideas Brenda Brathwaite Lolapps Bijan Forutanpour Sony Online Entertainment and games, as those numbers have played games—the PSP was just into your product, and emphasize Mark DeLoura THQ trailed off significantly. In effect, supposed to bring our consoles games that control well with actual Carey Chico Independent Mike Acton Insomniac the 3DS is competing with the DS, with us. Replacing a machine with pads and buttons. That speaks because that’s what it supplants. nice graphics with a new machine to the core player more than a ADVERTISING SALES And if the 3DS isn’t currently with nicer graphics makes more touchpad. In this regard, I think GLOBAL SALES DIRECTOR compelling enough to buy, and it sense for Sony than it does for Sony’s announcements of Vita Aaron Murawski e: [email protected] t: 415.947.6227 replaces the older model, it makes Nintendo, because that’s how the titles is more compelling, with MEDIA ACCOUNT MANAGER both systems look bad. console has always been marketed. UNCHARTED, RESISTANCE, and others. John Malik Watson e: [email protected] And on the consumer side, with The Vita is currently being Nintendo continues to release t: 415.947.6224 so many handheld gaming options targeted more like a portable home software that could potentially GLOBAL ACCOUNT MANAGER, RECRUITMENT Gina Gross e: [email protected] available, including the PSP and console—it's not trying to reclaim be on an iPhone alongside its t: 415.947.6241 iOS devices, any game player with the PSP audience, it wants to win youth-core offerings like KID GLOBAL ACCOUNT MANAGER, EDUCATION Rafael Vallin e: [email protected] more than one handheld has a lot over the PS3 audience. This brings ICARUS. (Sony’s Xperia phone could t: 415.947.6223 of options right now. If people aren’t memories of the PSP and the PS2, be a contender here, if they were buying many DS and 3DS games, which had a similar issue. making a bigger push with it.) ADVERTISING PRODUCTION they’re probably buying something The Vita and the 3DS seem to The 3DS and Vita are not PRODUCTION MANAGER Pete C. Scibilia e: [email protected] else. It seems to me that Nintendo have slightly different issues to only competing against the t: 516-562-5134 has a mindshare problem right now, tackle. One is the big brother of smartphones, they’re also REPRINTS and consumers won’t wait forever. another handheld, and the other is competing against each other WRIGHT'S MEDIA This is what I think the price the little brother of a home console. (a bit), and older products from Ryan Pratt e: [email protected] drop addresses. But of course, the their respective companies t: 877.652.5295 ultimate change will come with DIGITAL CORE (much more). The approaches AUDIENCE DEVELOPMENT software people want to buy. This, » As we continue to make the rocky Nintendo and Sony take to these TYSON ASSOCIATES Elaine Tyson more than anything, can change transition from packaged to digital predicaments in the next few e: [email protected] the course of the 3DS. goods, it becomes increasingly years will determine the future LIST RENTAL Merit Direct LLC obvious that an online store is of dedicated handhelds, as t: 914.368.1000 VITA the key to a handheld’s success. consumers seem to often feel that » The Vita has a slightly different Smaller games are generally smartphones are "good enough." problem. Sony doesn’t have to associated with downloads —Brandon Sheffield worry about the Vita killing off the nowadays, and handhelds are by twitter: @necrosofty WWW.UBM.COM 2 GAME DEVELOPER | SEPTEMBER 2011 HEADS-UP DISPLAY The Difference Initiative Mare Sheppard’s drive to bring more women to game development \\\ There's a theory that’s been whose company also receives going around about game support from the organization. development for years: Games The new funding will support can’t meaningfully evolve because four major projects between TIFF, the population creating them never the Hand Eye Society and Ryerson changes. Kids grow up playing University, focused on mixing certain types of games, become things up in the game industry. One adults, and then make games for is an event that matches hardware other people like them. hackers with game developers A creative group of Toronto interested in new physical inputs, independent game developers and another encourages comics believes that the game industry creators and game makers to needs a little more hybrid vigor. collaborate. There is also a youth- Encouraged by what emerges oriented initiative. Mare Sheppard. when different kinds of artists— First up, though, is the including those not necessarily Difference Engine Initiative, a One barrier to entry for people "It's loose and low-key, and it's from the world of games— project coordinated by Sheppard. who wouldn't traditionally be about peer mentorship. You get collaborate, these game developers The Difference Engine is focused, attracted to game development feedback from people, you show are fast-tracking initiatives to bring at least at first, on bringing more is that it appears so complex that your progress so people can play even more different kinds of people women into the game industry, in it's hard to know where to begin. your game, and it's a supportive into the field. the continuing spirit of the idea The Difference Engine wants to atmosphere, which will ideally help Toronto's Artsy Games Incubator that more diversity means better start there. people take ideas they have and has been working to this end since projects. "There's a lot of resistance in bring them into fully formed games." 2007, with the support of Jonathan "There's this huge, the current game industry—that's It's a place to start, she says. Mak's Queasy Games (EVERYDAY homogenous, very insular, the thing about homogenous "One of the main things we want to SHOOTER) and Raigan Burns and established set of developers right groups. They really repel outsiders," note is we know this is not going to Mare Sheppard's Metanet Software now in the game industry, and it suggests Sheppard. "There's a be a perfect solution ... but if we sit (N/N+). The goal of the incubator— happens to be mostly white and ton that we have to do; this is all a around and keep talking and waiting and of the development networking mostly male," Sheppard says. cultural problem. We actually have for this opportunity to come, we're group that sprung from it, the Hand "From that, you can really only get to change how people think to make going to miss times like this when Eye Society—is to welcome creative a certain amount of innovation." these environments more appealing we can actually learn from people." people from all kinds of media who Just like cross-disciplinary and welcoming to outsider groups." Sheppard herself was slightly may be interested in making games, collaborations in the art community One way to achieve this is concerned at the initial conception but who lack the tools or knowledge have resulted in more interesting to have visible role models in of the Difference Engine—a to actually engage in development projects, the Difference Engine the field, so that women curious low-pressure entry-level game of their ideas. Using accessible, Initiative believes that more about game development can development group for women. "I relatively simple development tools diversity on teams can only mean observe a number of successful was concerned about the idea that like GameMaker and GameSalad, better games. "If we had more figures already working therein. this is going to set people up for Toronto's indie game developers voices and more opinions and Difference Engine participants easy sexist criticism," she admits. gather in support of newcomers to more people coming in, then we will have the opportunity to meet "I really don't like emphasizing the help them realize their ideas. would be able to take bigger steps notables like thatgamecompany's difference in gender. It's irrelevant; Recently, the Hand Eye in releasing games that represent Kellee Santiago and Robin Hunicke, there are nurses and there are Society teamed up with the Toronto different people, because they're and Kokoromi's Heather Kelley, male nurses—I don't want there Independent Film Festival (TIFF) involved in the development among others, as an avenue to see to be 'developers' and 'female for an event called the Arcadian process," Sheppard says. what's possible. developers.' It's ridiculous." Renaissance, an arts festival where "Indies in particular are usually "We'll bring in local women game "And then I thought ... some custom-built arcade cabinets making huge progress in terms makers and some international people really respond to this, and played host to indie games from of innovation ... if there were even developers to chat with people, it's totally worth it to help those the community. The groups applied more diversity in the industry, I give them feedback, and help them people," she reflects. "I think, in light for funding with the Ontario Media think we'd be seeing unbelievable along," Sheppard explains. of that, this could work.” Development Corporation, known for things," she adds. "The collaboration Six participants will be selected For more information its generous support of local artists. is great, because it brings in people to attend six weeks of sessions, about this initiative, visit http:// The Ontario Media Development who aren't limited by the structure split across three hours per week, handeyesociety.com/project/the- Corporation is “the backbone of so of the game industry. They have no along with coordinators who will difference-engine-initiative. many Toronto indies that it's unreal," preconceptions about what they help them make games. "It's like a —Eric Caoili says Metanet's Mare Sheppard, should be making." crafter's circle," Sheppard describes. 4 GAME DEVELOPER | SEPTEMBER 2011 HHHHaaaalllloooo 2222666600000000 SSSSoooouuuurrrrcccceeee CCCCooooddddeeee RRRRReeeeellllleeeeeaaaaassssseeeeeddddd \\\\\\\\\ OOOvvveeerrr aaa yyyeeeaaarrr aaagggooo,,, eeexxx---MMMiiicccrrrooosssooofffttt VVVeeerrryyy IImmppoorrttaanntt GGuuyy EEdd FFrriieess wwaanntteedd ttoo tteesstt wwhheetthheerr hhhhheeeee cccccooooouuuuulllllddddd ssssstttttiiiiillllllllll cccccooooodddddeeeee iiiiinnnnn aaaaasssssssssseeeeemmmmmbbbbblllllyyyyy,,,,, aaaaannnnnddddd dddddeeeeeccccciiiiidddddeeeeeddddd tttthhhheeee 2222666600000000 wwwwoooouuuulllldddd bbbbeeee aaaa ggggrrrreeeeaaaatttt ppppllllaaaacccceeee ttttoooo ssssttttaaaarrrrtttt.... 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Notepad.exe!” rrreeellleeeaaassseee ooofff HHHAAALLLOOO 222666000000 aaattt ttthhheee CCClllaaassssssiiiccc GGGaaammmiiinnnggg EEExxxpppooo helped by others who posted their code.” Interested persons can find the code attached bbbyyy mmmaaakkkiiinnnggg ttthhheee sssooouuurrrccceee cccooodddeee aaavvvaaaiiilllaaabbbllleee,,,””” sssaaaiiiddd FFFrrriiieeesss The code should be useful for those looking to the AtariAge thread here: www.atariage.com/ iiiiinnnnn aaaaannnnn AAAAAtttttaaaaarrrrriiiiiAAAAAgggggeeeee fffffooooorrrrruuuuummmmm pppppooooosssssttttt..... “““““IIIIIttttt'''''sssss nnnnnooooottttt pppppaaaaarrrrrtttttiiiiicccccuuuuulllllaaaaarrrrrlllllyyyyy ttoo lleeaarrnn,, aass aarree tthhee AAttaarriiAAggee ffoorruummss tthheemmsseellvveess.. forums/topic/185693-halo-2600-source. cccllleeeaaannneeeddd uuuppp ooorrr wwweeellllll dddooocccuuummmeeennnttteeeddd bbbuuuttt III pppuuuttt iiittt hhheeerrreee,,, FFrriieess aaddddss,, ““IInnddeennttaattiioonn iiss ((mmoorree oorr lleessss)) —Brandon Sheffield Flashback, Recipes, and Zombies How a cooking blog led to the upcoming downloadable console game AMY he said, ‘Oh that's C, but between these two drives I have to redo the engine what the team hopes will soon.’ And we were like, be an emotionally driven "Oh my god, and what's high-end downloadable your name again?" console experience. "Oh, my name is Paul “So we decided to create Cuisset.” Cuisset hadn’t a company together,” said been very prominent in the Kemal. “It's his studio, called game industry recently, Vector Cell. We invested so it was understandably in it, and we were really, after some working of the really happy. It was like AMY. mental gears that Lexis serendipity. It was really Numerique realized who out of luck like this and \\\ In the modern world, fan. By happenstance, us with a cooking video they had at hand. Together, we ended up doing a great many friendships begin on he turned out to be Paul game and it was like ‘Oh Lexis Numerique and game together, so we're the internet. So it was with Cuisset, designer of my god you're a guy who Cuisset have gone on to really giving him full control the wife of Eric Viennot, FLASHBACK for Amiga, among is doing small games in the create a game called AMY, in terms of creativity, and creative director of Lexis other platforms. background and we don't which could be pitched as we're taking charge of the numerique (RED JOHNSON’S Viennot set up a want to do that!’” ICO meets RESIDENT EVIL. You production part and the CHRONICLES). Mrs. Viennot meeting between Cuisset But the company was play as a young woman business side and he is the runs a cooking blog of some and her husband, who impressed by the video who has been bitten by head of development.” renown, and one day, one frankly presumed this was presentation. “We asked someone infected with So, just remember. The of her fans asked for a favor. just another guy off the who did the video,” adds a plague that has spread next time your husband or He wanted a certain recipe, street with pie-in-the-sky Kemal, “and he said, ‘Oh through a city, and all wife offers to introduce you so they met up to discuss ideas. Cuisset was pitching, it was me.’ And who did infected persons are to their friend who “really it. They talked about their naturally, a cooking game. the interface? He said, ‘It being shot on sight by the likes games,” don’t discount lives, and Mrs. Viennot To hear Djamil Kemal was me too.’ And we were military. But she has with it outright. You could be this related that her husband (marketing director of Lexis like ‘Whoa, my god, you're her a little girl who has close to rediscovering the was into video games. “Oh, Numerique) tell it, “The good!’ Finally we asked the power to stave off the next Paul Cuisset. so am I!” said the mystery guy was trying to present what it's coded with and infection. The dynamic —Brandon Sheffield WWW.GDMAG.COM 5 ® ® ® We are actively recruiting across all disciplines for the following locations: I I I IRVINE, CALIFORNIA AUSTIN, TEXAS VELIZY, FRANCE CORK, IRELAND I I I SINGAPORE SHANGHAI, CHINA TAIPEI, TAIWAN SEOUL, SOUTH KOREA I I SAO PAULO, BRAZIL BUENOS AIRES, ARGENTINA MEXICO CITY, MEXICO jobs.blizzard.com ©2011 Blizzard Entertainment, Inc. All rights reserved. World of Warcaft, Diablo, StarCraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc., in the US and/or other countries. BLIZZ_HR_GDC_AD_2011_m01_NoBooth.indd 1 1/25/11 4:22:20 PM E r i c U n d E r s a n d E r Third-person cameras are a staple of 3D games, from Super Mario 64 and ToMb raider to more recent franchises like aSSaSSin'S Creed and unCharTed. KingdoMS of aMalur: reCKoning is an action-RPG developed at Big Huge Games, and our camera system presented challenges that are likely familiar to many. In this programming-centric article, I’ll give a brief overview of our third-person camera and then delve into three of our biggest technical hurdles: smoothing camera motion, framing enemies, and avoiding obstacles. >>> www.gdmag.com 7 Basics Our first attempt at achieving camera lag was to simulate our camera focal position as a real-world cameraman chasing the player character /// We define our camera in 3D by a focal position and an offset to the through the world. Our cameraman could accelerate to a run and slow to camera. The camera simply looks at the focal position. We often consider a halt. He could “turn on a dime” when moving slowly, but could only turn the offset vector in spherical coordinates, namely offset distance, yaw, in a wide arc when running. This approach proved to be a total failure! The and pitch, as shown in Figure 1. I’ll refer to offset distance adjustments focal position often took an absurd, looping route in response to a sudden as zooming in or out. halt or sharp direction change by the character. Moving Average /// Our next approach was a smoothing technique called a moving average. Here, we keep a list of character positions from all previous frames within the last few seconds (I’ll use the variable d for this duration). For each camera update, we set the focal position to be the average of these recent character positions. The average changes smoothly over time as we add new character positions to the list and discard old ones (older than d seconds). Figure 2 shows our moving average in action. Regardless of any doubts you may have about this smoothing technique, my stick-figure player character is adorable! You need to just agree with me on that. What’s he doing there, a little sword attack? Later, he performs a quick dash, covering several meters in just a few frames. Nice work, tiny hero! Figure 1: The camera offset vector. The focal position is generally the player character, about chest high. A typical offset distance of 4 meters and a pitch of 25 degrees above the horizon produces a somewhat-overhead view of the character and his surroundings. The player can take full manual control of yaw and pitch at any time, using a single controller analog stick (or the PC mouse) to rotate the camera about the character. Whenever it appears that the player is not opting for manual control, we make several intelligent, automatic adjustments to yaw and pitch: • When the player character is running through the world, we gradually yaw the camera to stay directly behind him as he changes direction, so the player can see where he’s going. • When the character is on sloped ground, we pitch the camera to look uphill or downhill. Figure 2: Smoothing character movement using a moving average. • If the player has left camera pitch at an extreme angle (perhaps accidentally), we gradually restore it to within a designer-tuned safe range. Although the character’s sword attack involves many small, rapid movements, the camera focal position remains fairly still. This is good! With that brief introduction to our third-person camera out of the way, I’ll However, the response to the quick dash is a problem. At times t0 and t1, the jump into the first of our three main topics: smoothing camera motion. camera exhibits exactly the kind of abrupt acceleration we’re trying to avoid. The sensation would be similar to riding an escalator—although the Smoothing Camera Motion escalator track moves slowly, the acceleration is rather harsh as you step on and step off. In math-speak, the first derivative (velocity) is /// In order to follow the player character through the world, we could discontinuous at these points, so the camera position function has only C0 simply set the camera focal position to the character position every continuity. (In non-math-speak, this means “not very smooth.”) frame. This would keep the character exactly centered on-screen regardless of his movement. Smoother Weight Function However, the character can start, stop, and change direction very quickly, especially during combat. As a general rule, our camera should /// Recall that when computing our average, we give equal weight to all avoid abrupt acceleration, if only to prevent player motion sickness. recent samples and that there’s an abrupt cutoff after d seconds. This is There’s also a deeper motivation. I worked closely with our lead a simple moving average. We can improve our smoothing behavior by combat designer Joe Quadara on all aspects of Reckoning’s camera, and he switching to a weighted moving average and carefully choosing our weights. explained that, “Our perception of player movements is dampened when Figure 3 shows weight as a function of sample age. Our new double-s the camera tracks the player precisely.” In other words, by smoothing weight function is shown alongside the weight function of our simple camera motion, we’ll introduce camera lag and draw more attention to the moving average. player character’s movements. For example, a character’s quick dash to the left will visually jerk him toward the left edge of the screen. 8 game developer | september 2011

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