Please login or register.

Login with username, password and session length
Advanced search  

News:

IRC channel - server: waelisch.de  channel: #wme (read more)

Author Topic: Fixed camera angle  (Read 307 times)

0 Members and 1 Guest are viewing this topic.

teeobi

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 44
    • View Profile
Fixed camera angle
« on: February 17, 2019, 02:11:11 AM »

Hello! Nice forum here.

Simple question, how does fixed camera angle in games like resident evil is being considered?
How did they decide on particular position relative to gameplay??

Logged

Mot

  • Lurker
  • *
  • Karma: 3
  • Offline Offline
  • Posts: 38
    • View Profile
Re: Fixed camera angle
« Reply #1 on: February 17, 2019, 10:24:42 AM »

Welcome, teeobi :)

As far as I heard, the remake of Resident Evil 2 doesn't have a fixed camera angle mode - they thought about including it, but later on discarded such feature because it conflicted technically. I guess some fans of the game would have loved it (adding another source of uncertainty). Whereas, other players probably won't miss it, as they prefer to have control over the camera (and not losing sight of the monsters they're fighting, as it could happen if they entered an area with a predetermined camera angle).

« Last Edit: February 17, 2019, 02:36:35 PM by Mot »
Logged

teeobi

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 44
    • View Profile
Re: Fixed camera angle
« Reply #2 on: February 18, 2019, 03:29:01 AM »

Hey Mot! Nice to hear from you.

I meant the early RE2. and also final fantasy series back in psx... and also alot of games back in the earlier era.
Is there a logic behind the camera? suspense effect or object placement?

Logged

Mot

  • Lurker
  • *
  • Karma: 3
  • Offline Offline
  • Posts: 38
    • View Profile
Re: Fixed camera angle
« Reply #3 on: February 18, 2019, 08:28:26 AM »

In the case of Resident Evil, I read that back then fixed camera angles were a technical requirement in order to use pre-rendered backgrounds (which allowed for more detail than the 3D models and textures of the time). However, since one can use a specific camera angle to create an effect, to promote a feeling, ... they might have made the best of such requirement.
« Last Edit: February 18, 2019, 04:24:17 PM by Mot »
Logged
 

Page created in 0.198 seconds with 22 queries.