by Rex Claussen » Sat Jun 27, 2020 15:29
You said: "it would be a dish slowly moving from side to side that could be deactivated." This is exactly what I had in mind.
I understand the limitations of swivel and tilt. So, let me start by saying that the tilt animation should be considered entirely unessential. The point is to have a visible means of showing that the satellite dishes have been deactivated, and that the player's primary objective has been met. Simply stopping the swivel action will be sufficient to indicate this, and the tilt becomes unnecessary.
In terms of how the swivel ought to stop, I had nothing special in mind. The model simply needs to go from the swivel motion to a complete stop. The speed with which the stop occurs or the position of the stop are not terribly important. Of course, if the stop occurs extremely slowly then the player might not be able to discern that the swivel of the satellite dishes is slowing. I would imagine we'd not want an abrupt stop, nor something that takes, say, 30 seconds. So, ideally, something that results in the satellite dish going from normal swivel to a stop in 5 seconds, with an accompanying (say, grinding or mechanical) sound. [But, I understand this might not be possible - see my next point, below.]
As for the model snapping from the extreme positions (H & P) to the central, inactive, position (QRS), I agree that it would appear abrupt. If there is no other way (e.g., via ACS) to check the position or gradually swivel from the extreme to central positions, then an abrupt swivel to the center will have to do.
As for the ladder: I am scaling the model up by a factor of 10. This provides a reasonable scale for our game. I compared the player to the ladder, and the relative sizes are perfect. In this way, I can place the model anywhere, and its size relative to the player will work very well. Moreover, as the ladder is unreachable the scaling issue becomes less critical. So, to sum up, no need to remove or rescale the ladder, or do any other rework of the model. Thanks.
You said: "it would be a dish slowly moving from side to side that could be deactivated." This is exactly what I had in mind.
I understand the limitations of swivel and tilt. So, let me start by saying that the tilt animation should be considered entirely unessential. The point is to have a visible means of showing that the satellite dishes have been deactivated, and that the player's primary objective has been met. Simply stopping the swivel action will be sufficient to indicate this, and the tilt becomes unnecessary.
In terms of how the swivel ought to stop, I had nothing special in mind. The model simply needs to go from the swivel motion to a complete stop. The speed with which the stop occurs or the position of the stop are not terribly important. Of course, if the stop occurs extremely slowly then the player might not be able to discern that the swivel of the satellite dishes is slowing. I would imagine we'd not want an abrupt stop, nor something that takes, say, 30 seconds. So, ideally, something that results in the satellite dish going from normal swivel to a stop in 5 seconds, with an accompanying (say, grinding or mechanical) sound. [But, I understand this might not be possible - see my next point, below.]
As for the model snapping from the extreme positions (H & P) to the central, inactive, position (QRS), I agree that it would appear abrupt. If there is no other way (e.g., via ACS) to check the position or gradually swivel from the extreme to central positions, then an abrupt swivel to the center will have to do.
As for the ladder: I am scaling the model up by a factor of 10. This provides a reasonable scale for our game. I compared the player to the ladder, and the relative sizes are perfect. In this way, I can place the model anywhere, and its size relative to the player will work very well. Moreover, as the ladder is unreachable the scaling issue becomes less critical. So, to sum up, no need to remove or rescale the ladder, or do any other rework of the model. Thanks.