2024-0317-2239 50 Camera Mistakes
- type of notes
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To be literature notes (Understanding)
L-Origin
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Real-time cameras
- Mark Haigh-Hutchinson
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Cameras divert attention
- Purpose of cameras is focus on other things
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Beyond cinematography
- Players need to make spatial judgements
- Can't predict situations
- Software chooses angles instead of designers
- Learn and formalize cinematography to teach it to the software - gamatography
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Camera distances
- Fixed-angle 3rd
- 很远
- Dynamic 3rd
- 1rd
- 很近
- Avatar 永远不会丢失
- Fixed-angle 3rd
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Error 1 using a dynamic camera when another approach would work
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Error 2 designing levels and camera behaviors that don't match
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Error 3 using global coordinates or quaternions to persist the camera state
- 第三人称应该以 avatar 为中心
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Error 4 Using a default camera distance that's likely to break line-of-sight
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Error 5 Allowing obstacles to break line-of-sight from the side
- 电影工业有一个 30 度角原则
- 早点利用 raycast 来检测躲避
- 电影工业有一个 30 度角原则
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Error 6 pushing away from an obstacle while the player is trying to swing towards it
- 应该永远尊重玩家决策
- 可以让镜头拉近,来尊重玩家意图同时避免镜头碰撞
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Error 7 letting the player push the camera inside and obstacle
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Error 8 letting independent forces compete to push the camera
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Error 9 Excessively moving the camera to prevent unimportant items from breaking line-of-sight
- 标记那些可以打破 line-of-sight 的部分,并允许镜头不再绕过它们
- 其实也可以将前面的遮挡物半透明
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Error 10 letting the camera intersect narrow columns
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Error 11 Interpreting a hill as a wall to be avoided.
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Error 12: Swinging the camera sideways when occluders come from behind.
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Error 13: Letting the camera's near-clipping-plane intersect the avatar.
- 可以让玩家碰撞和边界碰撞足够大
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Error 14: Using the same camera distance for all angles.
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Error 15: Using the same field-of-view for worm's eye angles and standard angles.
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Error 16: Shifting pitch, distance, and field-of-view independently.
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Error 17: Not cutting when the avatar passes through opaque objects.
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Error 18: Letting cuts remap directional controls.
- 镜头切换后需要重新适配方向控制
- 镜头切换后需要重新适配方向控制
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Error 19: Breaking the player's sense of direction.
- 需要留点前个场景熟悉的东西,以防止玩家丢失方向感
- 需要留点前个场景熟悉的东西,以防止玩家丢失方向感
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Error 20: Violating the 180 degree rule.
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Error 21: Focusing only on the avatar.
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Error 22: Relying on players to control the camera all the time.
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Error 23: Leaving the camera yaw alone while the player is running.
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Error 24: Making it hard to judge distances,
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Error 25: Looking straight ahead as the avatar approaches a cliff.
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Error 26. Keeping the camera level when the avatar is running on a slope.
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Error 27. Misusing the "Rule of thirds 三分法".
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Error 28. Using the same logic for ground and air motion.
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Error 29. Relying entirely on procedural camera behaviors.
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Error 30. Letting players make themselves lost and confused.
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Error 31. Rotating excessively to look at nearby targets.
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Error 32. Translating to look at distance targets.
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Error 33. Letting the avatar's own body occlude targets ahead.
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Error 34. Giving the player control over the camera, and then taking it away.
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Error 35. Immediately applying a camera hint after the player finished turning the camera to look at something.
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Error 36. Not letting experts explore.
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Error 37. Not providing inverted controls.
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Error 38. Responding to accidental controller input.
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Error 39. Using linear sensitivity.
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Error 40. Letting the camera pivot drift too far.
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Error 41. Using a too small field-of-view.
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Error 42. Rapidly shifting field-of-view.
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Error 43. Excessively shaking the camera.
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Error 44. Bouncing the camera with the avatar's walk cycle.
- 脚步的上下震动,很容易触发晕动症
- 提供选项来让玩家选择是否开启
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Error 45. Translating or rotating up and down when the avatar jumps.
- 落地再转换
- 落地再转换
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Error 46. Rapidly transitioning to a new camera position.
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Error 47. Maintaining pitch speed until hitting the pitch limit.
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Error 48. Developing for the Oculus Rift as the primary camera method.
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Error 49. Testing with a narrow demographic.
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Error 50. Writing a general "constraint solver" that optimizes for the camera.
L-My Words
L-Zotero citation key
https://gdcvault.com/play/1020460/50-Camera
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