Uber Entertainment software engineer Forrest Smith discusses issues that can arise from the viewpoint in third-person shooters, in this #altdevblogaday-reprinted opinion piece.]Today I’m going to discuss third person shooters (3ps) and some lessons I learned working on Monday Night Combat. If you have worked on a 3ps before then this post will contain few, if any, surprises. It is however useful knowledge for many games and genres.Monday Night CombatIn a typical 3ps, such as Gears of War, the camera sits behind and above the character’s shoulder. The further away the character is from the camera the harder your life becomes.Here is a set of screenshots showing the Tank character from MNC who is wielding a rail gun. Take note of the relationship between the character, camera, and tip of the rail gun’s barrel. They are fairly far apart and this will soon prove to be quite painful.There is a discontinuity between the character (Tank) and the camera/player (human holding a controller). What are the implications? To be honest, a lot. I’m going to focus on one in particular. What the player views (third person) is different than what the character can view (first person). This causes issues when it comes… Read full this story
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Opinion: Adventures With Guns In A Third-Person Shooter have 286 words, post on www.gamasutra.com at May 17, 2011. This is cached page on wBlogs. If you want remove this page, please contact us.