Naked War is a turn-based email game in which each side has four units. Fundamental to the concept, all 4 units turns are planned ahead of time and executed together. This works really well for email and prevents cheating as the turn is sent before you get to see the outcome.
Having 4 units move at once means there is quite a lot of information to take in when the turns are executed. My original solution used multiple camera views with each unit having in inset close up view all overlaid on a top down view which attempts to keep everything visible.
This works really well and you get lots of cool shots of the units in action but quite a few people have found this confusing - especially when they are first learning to play.
Here is a turn using the multicam system:
http://www.zee-3.com/video/multicamturn.wmv
All along I thought a single camera view would be good but I thought it would be virtually impossible to create a satisfactory single viewpoint that could keep up to 8 active objects visible at all times on complex maps (with walls, cliffs, bridges etc.).
Anyway, at the weekend I had a bit of a brainwave. What if I use an isometric style view with a limited number of angles, and score each viewpoint in realtime according to how many of the active objects are visible? By using a very long (but zoomed in) view I can treat it as an almost parallel projection so in each tile I can store a simple flag to say whether that tile is visible from any given angle. In the end I found that 8 angles was pretty much enough to achieve the result.
What surprised me is that by not worrying about finding the impossible perfect angle, the best available angle is great 99% of the time.
Throw in an autozoom feature and a few tweaks and you have a pretty smart looking camera which conveys a lot of information without overloading the viewer.
Here's the exact same turn using the single camera view:
http://www.zee-3.com/video/monocamturn.wmv
A pleasant surprise was how well the two views complement each other. The player can switch between the views on the fly.
There is no manual camera control in either video.
Having 4 units move at once means there is quite a lot of information to take in when the turns are executed. My original solution used multiple camera views with each unit having in inset close up view all overlaid on a top down view which attempts to keep everything visible.
This works really well and you get lots of cool shots of the units in action but quite a few people have found this confusing - especially when they are first learning to play.
Here is a turn using the multicam system:
http://www.zee-3.com/video/multicamturn.wmv
All along I thought a single camera view would be good but I thought it would be virtually impossible to create a satisfactory single viewpoint that could keep up to 8 active objects visible at all times on complex maps (with walls, cliffs, bridges etc.).
Anyway, at the weekend I had a bit of a brainwave. What if I use an isometric style view with a limited number of angles, and score each viewpoint in realtime according to how many of the active objects are visible? By using a very long (but zoomed in) view I can treat it as an almost parallel projection so in each tile I can store a simple flag to say whether that tile is visible from any given angle. In the end I found that 8 angles was pretty much enough to achieve the result.
What surprised me is that by not worrying about finding the impossible perfect angle, the best available angle is great 99% of the time.
Throw in an autozoom feature and a few tweaks and you have a pretty smart looking camera which conveys a lot of information without overloading the viewer.
Here's the exact same turn using the single camera view:
http://www.zee-3.com/video/monocamturn.wmv
A pleasant surprise was how well the two views complement each other. The player can switch between the views on the fly.
There is no manual camera control in either video.