Isometric Bonus Zone (Suggestion)

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: TheAngryLuddite.1834

TheAngryLuddite.1834

I was just playing SAB, and on the Zone 1 Boss, I tweaked the camera so it was isometric.

Suddenly it seemed like it would be really cool to have a special bonus level – like the minecart – in the future, that was set entirely from an isometric perspective, like the original Zelda.

Doing the same with a Mario (side-scrolling) perspective on one bonus level would also be awesome.

Thoughts?

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: Njordfinn.4921

Njordfinn.4921

i like it
14 chars

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: Kunshu.5281

Kunshu.5281

Oooh, that would be fun.

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

It’s something I’d like to experiment with. Not sure how feasible it is. We can’t currently remove the camera control from the player.

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: Esplen.3940

Esplen.3940

It’s something I’d like to experiment with. Not sure how feasible it is. We can’t currently remove the camera control from the player.

You could try experimenting with placing the character inside the box with a temporary near invisible sprite and apply all of the movements to a “monster” outside of the box.

Erm, I’m saying it wrong.

Essentially, create a “pin” player with the sprites of the real player and the real player have blank sprites. When the pin gets hit, the player takes damage (when the player gets hit, nothing happens). Essentially, the pin is the player but you’re still actually controlling the player, you just see the pin.

So… if you understand what I’m saying, you’re moving something that you’re not seeing, but on render, it looks like you’re moving your own character. Aka, thinking inside of the box.

The only problem is the mobility will be EXTREMELY janky with this method inside of the GW2 engine because of the way it approaches transformations and forcing other objects to move in relation to a first object… at least, to my knowledge (I don’t, you know, HAVE the GW2 engine in front of me, or anything…)

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: Crise.9401

Crise.9401

It’s something I’d like to experiment with. Not sure how feasible it is. We can’t currently remove the camera control from the player.

If you could however, this could also be used to control camera during certain puzzles/sections to avoid camera problems… thus allowing for wider variety of puzzles. So it might very well be something to investigate… since it probably would have other merits as well.

That said, I love the idea by OP, though you would also have to separate camera from movement for it (for people who use mouse to turn or move in favor of WASD), so simply locking the camera control to a fixed perspective would not be flexible enough.

Edit: Also, you can control some of it… like with the camera being zoomed farther back for bosses, can’t that be applied on a wider scale and/or in different aspects.

(edited by Crise.9401)

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: zityz.6089

zityz.6089

I’d say something more like Q-bert. You have 1 minute to change all the blocks from one colour to another and each block you change a bauble pops up.

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: Wolfheart.1938

Wolfheart.1938

Will play like Megaman of course. And that is not a request.

“We have no first-person view because stupid people would lock into it”
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”

Isometric Bonus Zone (Suggestion)

in Super Adventure Box

Posted by: TheAngryLuddite.1834

TheAngryLuddite.1834

It’s something I’d like to experiment with. Not sure how feasible it is. We can’t currently remove the camera control from the player.

Ah, I had a feeling that might be the case.

Day 1 of SAB, I was amazed how much the team had been able to alter the game’s core foundation, and figured that would have taken some tricky clever coding. Makes sense that there would be limits to what can be tweaked.