First person view/control
				
Posted: 
29 Jun 2010, 22:29 
				by svenskmand
				We have not discussed this yet but in the old DK's you could posses creatures and control them in FPS view, I say we definitely need this, but we have not discussed this at all. So is the engine ready for this? would it require allot of changes? As I see it the level geometry should be the same except that we should put a roof/ceiling in each cave/room of the dungeon, which could be more or less hardy to do properly, but I do not know, what do you think Andrew?
			 
			
				Re: First person view/control
				
Posted: 
29 Jun 2010, 23:19 
				by andrewbuck
				From a code standpoint this is not all that difficult.  Basically all you have to do is put in "if" statements in a few subroutines to bypass the normal behavior and instead do the FPS behavior.  The places affected would be
*  A bypass of the normal camera movement and keyboard controls.
*  A bypass in the AI of the creature you are controlling.
*  A command to hide and redisplay the CEGUI buttons to add rooms, etc.
Other than that nothing should really need to be changed regarding the level etc, other than possibly adding a roof like you suggested.  I haven't really done this yet because of two reasons.  First, the framework for spells is not in place yet and I wanted to make the posess a spell like DK did, unless we decide to do it some other way.  Second, and more importantly, the possession does not really change the gameplay; my primary focus has been getting rooms, AI, and other things like that working first so we can get a playable game to attract more players as well as to begin testing creature alignment values, hitpoints, damage, etc.
-Buck
			 
			
				Re: First person view/control
				
Posted: 
30 Jun 2010, 00:00 
				by svenskmand
				Cool I just wanted to be sure that the engine is prepared for it 
