 |


 |
|
 |
 |
 |
 |
|
 |
 |
Recently a friend of mine sent me this snippet of an IM thread he was having with some co-workers. [12:27pm] klh: oh, that reminds me of a gaming question. [12:28pm] klh: i m curious if there is a predominant method for handling the camera view vs controls. [12:28pm] pmarks: klh: for third-person, I assume? [12:28pm] klh: one method, which I like a lot, is for the controls to behave just as if you were controlling, say, a R/C airplane. "left" is always the object's left, regardless of which way it's pointing. [12:29pm] klh: but what I've seen in many games is that "left" means "to the left on the screen" no matter which way the object is pointing. [12:29pm] klh: and the latter really screws you up when the camera angle changes, which it will do at almost any time for almost no reason. [12:30pm] klh: my playing experience with modern games is very minimal. [12:30pm] klh: so i don't know if one method is predominant or not. [12:31pm] pmarks: I would assume that character-based controls are better if you have a lot of experience, while screen-based controls are easier for a beginner [12:31pm] klh: i just find it bizarre. [12:31pm] pmarks: but I don't play enough games to know how common each method is Here was my reply: The camera control method that is mentioned as "preferred" above is the least common control method (but the easiest to implement and therefore the most common in "older" games)... The "push up on the stick and the character moves forward" (sometimes referred to as "tank controls", the default control scheme of the Resident Evil series) works well for driving or flying games, but not usually for character based games because most people find the additional mental effort of mentally rotating your control scheme into character space to be too difficult while dealing with all the other action on the screen as well (unless the game is very simplistic). The problem mentioned above with the control scheme shifting as the camera moves out from under you is a common problem in cheaply made games, and usually there are two different strategies used in order to compensate... The first is pretty simple... don't manually move the users's camera for them, and then the camera relative controls always make sense... or if you move the camera, do it slowly and people will just naturually roll their stick counter to the camera movement and compensate without even thinking about it. The other method is to lock the player's frame of reference to the controller when they press in a particular direction, and then keep running in that direction until the stick is moved, regardless of what the camera is doing and the new stick vector is relative to the camera. We saw this in the Broken Sword game that we were just playing... the cameras shifted constantly, but if you knew that you were travelling in the correct direction, then all you had to do was continue to hold down the button and have faith that you would ultimately get where you were going regardless of the camera relative direction that you were technically pushing after the cut. That being said, this system does tend to break down in a game with hard drastic camera angle cuts (hence Resident Evil preferring tank controls) and works best with typically over the shoulder third person action games (I believe that the technique was pioneered by Legend of Zelda, Ocharina of Time). This second method is what I've implemented in all the games that I've worked on, including a survival horror game that I worked on for Capcom. So pmarks seems to be in the minority as to what is better, but it could be that he just hasn't played a good game recently that does it right.
|
 |
 |
 |
 |
|
 |
 |

 |
|
 |
 |
 |
 |
|
 |
 |
For those of you playing along at home, you may have predicted that it's about time for my bi-annual livejournal post.
Welp... Here goes:
So I recently discovered the concept of the "IDE-to-USB" adaptor. You can take an internal harddrive and plug it into this gizmo (it's got its own seperate AC power as well) and when you plug it into your PC it shows up like any other USB drive. It's pretty awesome. (I even used it to hook an internal DVD drive up to a laptop that had none).
So I dug through my basement and found all of my old and dusty hard drives from machines long forgotten. I pulled them from their various out-moded AT cases and began harvesting the data. Transferring everything to a single external 500 GB HD, I found about 300 GB worth of stuff.
I began to try to figure out how I could sort/organize/store/sift through it all in order to save the stuff that's worthwhile, and discard the rest (more room for future digital pics and video). I knew I could use Picasa (awesome program from our friends at Google) to find all the photos... That was pretty straightforward. Then I could use google desktop (another good program from the googlenauts) to search if I had anything that I was searching for, but I realized that after everything was indexed, I realized that I wanted to do was browse and sort, not search.
There are lots of file finding utilities out there... but what I want is something that will take data analysis and organization to the next level. Based on file type, context, data characteristics, and a little bit of hard coded smarts about how to organize large quantities of unsorted miscellaneous data, there should be something that helps you organize it into "piles" and allow for fast sorting and browsing. Ideally the tool would allow you to spot trends and draw conclusions from the data that were not apparent previously. What I want is perhaps a data concierge. One that can make suggestions or point out interesting landmarks... Or perhaps a data curator. One that will overlay a narrative, an organization method, a way to compact and preserve.
I've been a pretty heavy computer user since the 90's and so now I've got most of that all together now. Right now that's pretty unusual, but in the future that's going to be pretty normal. People pick up more and more data (tax records, personal correspondence, diaries, videos, pictures) like a snowball rolling downhill.. Right now people are at the top of that hill and the snowball is small and managable. It's going to become a bigger and bigger chore to organize all that data it intelligently. The problem that I face now with this 500 gigabyte drive is daunting, but looking through my drives, my hard drive capacity every year for the last ten had just about doubled,
Data Curator. It's going to be the next killer app. Your heard it here first.
|
 |
 |
 |
 |
|
 |
 |


 |
|
 |
 |
 |
 |
|
 |
 |
I had a funny dream last night that all the programmers that I work with were instead of building a game, we were working as system programmers on some sort of a space freighter. One of the programmers, Jeremy, had built this grid of toggles from Legos through which you could shine a laser beam, and the path it traveled determined a number that would be generated. Then he gave this device to my infant son Alexander so he could pound on the toggles so he could get random number generation. It was pretty weird.
So the subject of Pop Tarts came up in conversation this morning at work. Boldly emblazoned on the box is "made with real fruit" and we were thinking about how far you could go and still make this claim. Something made from synthetics and plastics could technically claim to be made from real fruit that dropped from trees, was burried under tons of sediment, changed into crude oil, processed, and refined. In this sense your frisbee could be said to be made with real fruit. Taking it even further, the compositing Carbon, Hydrogen, Oxygen, and Nitrogen has probably been recycling through various states and compositions since before the formation of the Earth. So I think that it would be funny to see a product that proudly advertises "Made From Real Stars"... I mean.. I'd certainly buy it.
|
 |
 |
 |
 |
|
 |
 |



|
 |
|
 |