Jason wrote:
emphatic wrote:...isn't the visible area enough without the scrolling to the sides? I think the gameplay would benefit from not scrolling to the sides (i.e. instead use "fixed" scrolling) If the game had a vertical alignment, I would understand this decision, but now it's super-wide...
We scroll because we want the player to feel as though she's a part of a larger world, as it makes the game more immersive. You don't feel as though you're just pasted images on top of an irrelevant scrolling backdrop. Games like Raiden and Thunder Force II have scrolling perpendicular to the motion of the level, and it makes it them more immersive, since the camera responds to the player. We want this feeling conveyed in our game.
Incidentally, we tried scrolling like Thunder Force II does, where the camera is positioned based on the ship -- that is, it moves up and down
immediately to the motion of the ship, which
really makes it immersive. And it's great. We even added it in the 2nd dimension, as well, to make it even more immersive.
Unfortunately, it only works when the world is
slightly larger than the visible screen, since otherwise, it takes forever to see the edges of the world. Our world is significantly larger than the visible screen for 4:3 TV modes, which we have to support.
Furthermore, it completely falls apart in multi-player mode, since, what do you use for the reference point with 2+ players? Average? Middle of the extremes? Nothing works. Either it makes the camera sluggish or chaotic, both robbing the player of the immersiveness.
My solution was to use the Thunder Force II camera, with the reference point being the middle of the extremities, but with smoothing code added in, maintaining this even for when there's only 1 player remaining. This way, the camera is responsive, no matter how larger the world is compared to the visible screen.