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My very first attempt I tried to make everything a modular component, and it became too rigid and difficult to use. Yesterday's attempt had too little modularity and I was ending up writing the same code over and over. We'll see if I can strike the right balance today.
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Each "shot" is a bucket I can throw code into. Some shots are generic (move the camera from point A to B while looking at object C). Others can be more bespoke (wait until object X is finished with its animation and then move the camera to position A).
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I *think* the key is to have a cinematic object composed of one or more "shots". The cinematic is generic and handles repetitive tasks: fading a scrim in and out, sliding cinematic frames in and out, telling the scene handler when the cinematic is finished, and so forth.pic.twitter.com/UKiQPElP9s
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Yesterday I was again defeated in my attempt to build a cinematic system. Good start, but devolved into the same convoluted mass as past attempts. Trying to step back and look at the whole problem. I need a modular system to handle the following
pic.twitter.com/9YrHPL6kmx
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Or this—much more interesting than I gave myself credit for at the time. Not sure if time and space is required, or if there's some way to see whatever my current work is in a brighter light.pic.twitter.com/NUmuASwrQG
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Gotta look through old folder more, I can use this stuff. Thanks, past me.pic.twitter.com/TWxbwnB5ZX
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Just met with
@_eevans to discuss sound design for How We Speak To Ourselves—he had some very unique, interesting, creative ideas that I am genuinely excited to explore.pic.twitter.com/hFtxcGVBOIThanks. Twitter will use this to make your timeline better. UndoUndo -
Legend: White – scene load Orange – cinematic events Blue – UI / menus Green – gameplay
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I've never really strung so many scenes, menus, and cinematics together, and I've been really struggling to wrap my head around it. Finally took a step back to diagram out what I want.pic.twitter.com/T635SMv888
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Working on a game in a very literal sense this morning.pic.twitter.com/j8kCBxAmwC
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At that point where I need to bite the bullet and do all the boring stuff
But I have a plan to build it in a generic way, so it can all be easily imported into future projects.pic.twitter.com/dtYOvDOOMNThanks. Twitter will use this to make your timeline better. UndoUndo -
Observation 3: good composition means they don't need to fill the scene up with all kinds of stuff to make it interesting. Same goes with a really good use of darks. Doesn't need to be complicated to be striking (quite the opposite!).
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Overvation 2: while assets have very simple geometry, they have thoughtful attention to detail. The buildings are often little more than boxes—but they have a lovely gradient, what appears to be slight color variation on each face, and small suggestive details. Simple but rich.
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Observation 1: by keeping the scene simple, they've often been able to be suggestive rather than literal. A handful of bricks on the side of a building suggest a material. A smattering of leaves suggest a tree.
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Finally started playing
@OverlandGame. Stunning art direction. I've actually taken to studying various assets and scenes by sketching them out. The shot below is like a master class in elegant use of a minimal design language.pic.twitter.com/rpBAdeOLU2
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I walked into the lost woods and was blown away. How did they make such deep, mysterious woods without any trees! Smoke and mirrors. So impressive.
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