PlayerUnknown's Battlegrounds (PUBG) uses a unique system when speaking about the camera. They use first and third person as separate mechanics but can also work in tandem with one another.
For the majority of the game you will be focusing on the back side of your character primarily in third person. You can use ‘Left Alt’ to look around your player as well, this is particularly good for players that want to be more aware of their surroundings. The player can move forward, left or right based off the ‘W, A, S, D’ characters you input, but momentum based off your initial motion previously to pressing ‘Alt’. I’ve often been able to catch other players by using this technique and I generally encourage team members to use it. This implementation is also seen in H1Z1. However, their competitors in H1Z1, you are limited to left and right excluding the rear. Personally I enjoy the full control option over the H1Z1 method. Additionally, to the camera being third person for the majority of the time, players have the option to switch to first person mode. Even though this hinders the player at certain moments, it can often be good for close quarters combat. For example, you'd use this if you were in a bush or shrubbery and wanted to see the other side of the bush or if you were inside a small office or bathroom it gives players the ability to engage and react faster. While the player is in first or third person you also have the ability to ‘Peak’ when pressing ‘Q and E’ respectively. This means the player can see around corners ledges and walls without being seen. This gives the player a greater advantage over their opponent which can be arguably an abuse mechanic because the other player doesn’t have enough time to react. However; if everyone has the same abilities and opportunities, it some-what evens out, after all it’s a cards game. Another feature to the use of camera in PlayerUnknown’s battlegrounds is that the player can choose to shoot in one of three different modes. First being normal fire, where you just ‘Left Click’ the gun and hope for the best. Second, hip fire when you hold down ‘Right Click’ you gain slightly better accuracy and gain a small crosshair which enlarges while you shoot. The third and most accurate is first person when only tapping ‘Left Click’ once, this aims you down the sight of the barrel for the best resulting shots. To recap, the player can use third person and first person for general gameplay. Players can peak to get better vantages over other players. There are three modes of gunfire for situational moments which hinder or increase your chances and the ability to look around your character while moving or standing still. These are the core camera principles in PlayerUnknown’s battlegrounds and without them the game would be greatly different. For an example I have player in games where players are locked in first person for everything. You gain the feeling of being small, vulnerable and handicapped from the start. It’s nearly impossible to see anything and limits the use of cover; from playing on local discord channels, this is also the common response. Today I created a building which utilizes its curves to contrast the ever moving world around it. The inside is hollow and the outside sits upon the water side. The glass planes on top shine light through the structure to radiate light from inside to the open world. I chose to create this structure based off the quote by Pablo Picasso - "The purpose of art is washing the dust of daily life off our souls". This piece was inspired by the city of arts and sciences in Valencia, Spain. It was created by artist Santiago Calatrava with comments such as "Reason is intelligence taking exercise, imagination is intelligence with an erection" - Victor Hugo.
This is just a small batch retreat for a couple located on New Zealand's east coast. This is the first time using Unreal Engine 4's in engine modelling tools, so it was hard to get around the concept of moving every face. I tried to apply modernist architecture by having large open areas to allow maximum sunlight within the main parts of the structure. The open areas can also be closed if sunlight is too intense. The inspiration was modernist house architectural designs around the early to mid 20th century. I noticed that these types of designs had a lot of sloping angles that also had sections that were facing every direction.
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World design theory (WDT)DevelopersThe goal of this blog is to relate current and past attempts at world design to further improve our understanding. Archives
October 2017
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