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
