If the other side of the gap looks a little daunting, double jump. If you can clearly make out the other side of the gap, regular jump. The perspective change of platforms getting closer or farther from the camera’s vanishing point is instinctual, which creates an innate understanding regardless of what the environment looks like. An effect of this, compared to Mario games that let the camera zoom out to show off large and beautiful landscapes, is that gauging jump distances actually gets easier. ![]() I noticed that the depth of field for the camera is fairly close to Scrat’s body, which helps sell the feeling that he is a small creature in a larger world. Landing spaces are wide and easily visible. Because Scrat’s jumps are fairly rigid, the geometry is more forgiving.
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