{"id":2711,"date":"2013-02-03T21:56:10","date_gmt":"2013-02-03T11:56:10","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=2711"},"modified":"2013-02-08T16:11:03","modified_gmt":"2013-02-08T06:11:03","slug":"tycoon-camera","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2013\/02\/03\/tycoon-camera\/","title":{"rendered":"Tycoon Camera"},"content":{"rendered":"

\"Screen<\/a>I made a major modification to MMORPG Tycoon 2’s edit-mode camera last week;\u00a0 I took out the first-person view, and replaced it with a more Tycoon game-ish camera.\u00a0 I said at the time that I really liked it — that it’s the first 3D-tycoon-game camera which didn’t intensely annoy me (including a few ones which I implemented before this one).<\/p>\n

To fairly judge it, I decided to stow the camera away for a while;\u00a0 continue development without it, and then after a week or so, come back and look at it again to see if I still liked it.\u00a0 Well, after playing with it for a while today, I’m very certain that I like it.\u00a0 Much better in almost every way to what was there before.\u00a0 I do like the way that zooming in brings you down to a ground-level view, in which you can freely look around.\u00a0 But seeing as the player can “log in” as a character in the game world, maybe that’s superfluous, and I should leave the edit mode camera as down-only.\u00a0 Still thinking that over.<\/p>\n

The camera still needs some polish (most critically, it needs to scroll faster when zoomed out than it does when zoomed in).\u00a0 But overall, it’s much, much easier to lay down structures and roads, and get a birds’ eye view of what’s going on this way.\u00a0 This view finally feels “right” for the game, and immediately starts pointing at game mechanics which aren’t right, currently.<\/p>\n

A few issues which I need to deal with:<\/p>\n