"A long itme ago, in a galaxy at the same place than ours..." I am a game developer and music composer. I've jumped into video games as a kid in the 80s, playing an Atari 2600. The revelation about inventing game was when I played the Genesis and the Super Nes. Especially Zelda III and Secret of Mana. I loved RPG/Action games. With my cousin we invented video games on paper, drawing characters, inventing stories, enemies, or even mario kart circuits, etc. In high school i had almost never touched a computer but had programmed calculators to make games and suddenly decided I wanted to learn programming. A decade later I learned video game programming with Unity3D. And here I am. About music, I've learned in a classical way from when I was a kid, but always sucked at any instruments i tried (piano, flute, guitar). I began to love composing when I discovered rock (punk/rock) with the Offspring. I played with several local bands, (Forlorn Cry...) and now I'm studying Film Music Composing.
The great thing about 3D is that you can more or less control the camera like it's a real camera. I mean, in 2D, from my very short experience, there is not much of a concept of camera, except now in things like Unity, but you just draw the tiles so that it's on screen or not.
In 3D, the camera is a point with position, rotation, and the camera moves in a world coordonate system. The setting then remains at the same place. Not saying I particularly love 3D over 2D though. But this feels more natural, and allows to start to think, from time to time, as a film director, choosing the right camera angle...
So, what if, say, I was making a 3D third-person RPG like Dreams of Ylina and I had to choose a "camera"? Let's list some possible options:
Now, how could I choose between all these possibilities? Well, let's ask myself: what do I want the player to feel, to see?
Well, I should add that I don't really like Freelook 3rd person cameras. I don't know, this kind of control is not for me, it seems.
I want the player to be able to see the horizon, and the landscapes. So, top-down is off the list.
I also want the player to see the feet of his character and what's on the floor, even close to the character. So, not too close behind.
But wait, there's more! What if the player runs down a hill, or climbs a slope? If the camera is too far behind, it will enter the ground when running down a slope, and if it's too close, you will not be able to see where you're going when climbing a slope.
That leaves me two options then:
I haven't really chosen yet, although what I've used for now is more of the first idea than the second, but, well I just wanted to share these thoughts.
As always, my blog articles are rare, not very well thought in advance, and written in the middle of the night, as I'm very tired.
See you space cowboys.
In the same idea than my previous and first article in the Dreams of Ylina indieDB page, I will write a little bit about my gamer experience, back in the days when The Offspring was about to be famous but still independant: the early 90s.
If I ever write other articles on this blog, I may write about the 80s too. So why not write chronologically if I'm talking about my gamer experience? Because the game I had chosen to write about is what I consider now, for good or bad, the turning point of this gamer experience.
The game I'm thinking of, the chosen one, is [in the title of this article]: Zelda: A Link To The Past. AKA Zelda3.
Before that I had played Sonic, probably Flashback on Genesis (Sega Megadrive here in France), and Street Fighter II on Super NES. With Zelda, I found what I'm still looking for now when I play games (at least the games I love the most): Story/Exploration/Dialogs. Which I may call: SED. Or DES. Or EDS. Whatever.
Let's see: Recently I have tried: Skyrim/Oblivion, The Witcher, Mass Effect/Bioshock Infinite/Life is Strange, to say only a few. Yes I said recently, because, well, I had stopped gaming between the Playstation 1 and Skyrim, basically.
What can be taken from that in making an indie game?
Well, first of all: Pleasure: if possible: playing my own game after a while, to see how I love playing it. Just exploring things for example.
Then, balancing between exploration, and side quests, items, special places, etc.
Then: dialogs, many dialogs, or not too much? Or many dialogs but only a few for the main quests, and a few for each side quests, and a few casual others, which in the end makes a lot?
Then: the story: complex, complex, I'm loving complex stories. I love multiple endings too. The story for Dreams of Ylina was originally linear. Now, I'm thinking of making a few moments/choices, where you can change the ending, therefore I have to make different endings. Cinemachine and Timeline in Unity3D 2017 are just in time...
Finally: music. I write rock/metal songs for almost 20 years now. I've studied classical (baroque) writing (you should definitely listen to Bach and Corelli, among other, just saying). I use EastWest Composer Cloud. I have almost everything I need, now I just have to work on original musics for Dreams of Ylina, and convey as much emotions as the story allows me to.
After finishing playing the game, I want players to feel empty and as confused as after a good Twilight Zone episode.