Reddit Discussion
neat concept I guess, but it’s not a new genre and plastering that all over is sorta cringy.
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level 2
Indie
Modern warfare was “hyper cinematic” if you played the story.
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level 3
OP·10 hr. ago
I did not know the player can control multiple camera perspectives on-demand in that FPS. I’ll have to check it out.
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level 4
You’ll also want to chek Ghost Recon Advanced Warrior that had Pic-in-Pic of different camera perspectives,
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level 5
OP·10 hr. ago
Pic-in-Pic that could controlled on-demand? I’m not really doing that, but, that sounds a cool feature to add. Thanks-a-Mil!
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level 4
·10 hr. ago·edited 9 hr. ago
Indie
Hyper just means above normal. I would say cod mw had many more cinematics than the average game. Every mission had details cutscenes. It was a great game TBH.
But the player shouldn’t be controlling a cinematics unless there’s some important storytelling you’re trying to do. By controlling the cinematic angles, you can more closely control what the players seeing. So it’ll prevent them from missing important details for the story.
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level 5
OP·9 hr. ago·edited 8 hr. ago
Yes. Its part of the story Player’s tell themselves. They Direct the story and play in it simultaneously. I did not mention Scoring and other Game Mechanics determined by the distance and angle of the Avatar to the Camera. Perhaps Story points of interest can be highlighted in some way to signal its worthy of attention. Implicit story ‘influencing’ by the developers:) Thank You for your insight.
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level 2
besides, the terrible performance suggest that idea does not really work
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level 3
OP·10 hr. ago
I Need More RAM.
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level 4
Everyone do. That’s not a valid excuse.
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level 5
OP·10 hr. ago
Not sure what you mean by excuse. Thats the facts.
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level 2
OP·10 hr. ago
Perhaps, I should call it a New Sub-genre? Not sure why its cringy to ya.
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level 3
It seems cringy because seems like you’re trying to pitch something that already exists with just a different name.
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level 4
OP·10 hr. ago
Already Exists? Please point me to the Shooters or Other using this form of camera control. I’ve been looking for these type of games and could not find them. Thus, decided to develop my own.
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level 5
Why are you so obsessed with trying to market it as something new and never before seen? Literally no-one cares if it’s a new genre or not.
The only thing being hyper here is your fixation on creating a new genre it seems like.
All that aside, very hard to tell what’s going on with the low framerate and erratic camera movement
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level 6
OP·8 hr. ago
Work-In-Progress. I do appreciate you taking time to watch my video. Thanks-A-Mil.
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level 5
·6 hr. ago·edited 6 hr. ago
If you’re interested in a game with camera positioning as a gameplay device I would suggest taking a look at Superliminal, where you solve puzzles with clever camera positioning.
What you are describing as Hyper-Cinematic to me would be the typical MMO camera, in the likes of WoW and other MMORPGs where you could control the camera independtly of character facing direction.
But if you looking for a newer game, I would look for racing games, where you can place the camera in any point of vehicle like Gran Turismo 7 and MotoGP.
You will also find that spaceship games can have a great deal of freedom of movement with cameras in games like Star Citizen, X4 and Elite Dangerous.
GTA also has had a cinematic Camera where you could pan in a multitude of differente cameras positions, to make the game feel like a cut-scene.
The first God of War had a locked camera that was part of map design, with their positions giving a more cinematic feel to each section; But it received a lot of negative feedback for it’s imposition of weird angles.
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level 6
OP·2 min. ago
Subliminal is Amazing. I definitely would like to combine those visual mechanics with shooter mechanics. Could be a nice way to handle shrink/grow in my other Vertigo-Inducing game.
By default, my Camera system interpolates between “Mount” and “Focus” for smooth transition between ‘Shots’. This simulates Dolly, Crane, Pan, and Zoom. I included the the option to disable interpolation on-demand to instantly re-orientate the camera ‘cutting’ between ‘shots’ similar to traditional cinematography.
Volume Triggers, in which the Player collides with to Trigger Transition (think Resident Evil 2) also support both Interpolation, instant orientation, and transition disabling.
My version of Hyper-cinematics is not secondary to gameplay, it is the gameplay. Scoring and other Game mechanics can be directly effected by the calculation of distance, angle, occlusion between camera and avatar.
At the end of the day, you can play entirely one perspective if so desired.
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level 1
I’m sorry I don’t get it. The camera positioning seems kinda all over the place, and the framerate is just bad.
This is good for a first project result, but I would advise showing this footage as a commercial prototype.
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level 2
OP·9 hr. ago·edited 9 hr. ago
I position the camera anywhere on-demand. You anticipate the ‘shot’. A cinematic roller coaster when you flying around. You can not see this in the Video. Its sort like VR, as in watching a video, does not show the player moving around in the real-world.
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level 3
Not trying to rain on your parade, but just seems hectic and the lower framerate doesn’t help.
Maybe you can try to make something like a Peter Parker game, where you have to place the camera to get the shot of the battle to later sell it to a News Paper.
Dead Rising had a gameplay loop of taking pictures of cinematic moments, maybe you can exploit something like that for a Kaiju game.
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level 4
OP·37 min. ago
You are not raining on my parade. I know for sure its difficult to ‘feel’ the control just watching a video only. And it looks hectic, because it is hectic when switching around often.
You have Great ideas for other uses of this camera system. I will definitely consider these for me other game ideas. Thanks-A-Mil.
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level 1
OP·13 hr. ago
Developing A New Genre: The Hyper-Cinematic Shooter. ExORION Survivor: Alien Invasion | Kaiju Survival Terror XPS is our first entry. A Multiplayer Sci-Fi Multi-perspective Shooter (XPS). A Story of Futuristic Alien Invasion featuring Kaiju with Horror Elements.
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Seeking 3D “Kitbash” Artist familiar with Modular Workflow + Modify Existing Assets to create ‘Parts’ designed for procedural assembly of Character Armor, Creature Body Parts, Weapon Parts, and more.
Organic KitBash:
Creature Designer, Base Body and Parts Modelling
Modular Player Character Armor & Clothing Pieces
Mechanical KitBash:
Modular Weapons Designer/Modelling
Modular Vehicles Designer, Modelling
Architectural KitBash:
Modular Architecture Pieces
Modular Furniture Props Parts
Visit the Discord: HeadlessStudios.com
this is really coming along! if you need any sound design support please do reach out - i’ve been busy working at a studio in London but am keen to do more side/passion projects outside of survival/craft genre
Hi @magrotten. I appreciate your interest. To be very honest, I have not quite figured out the styles of music ExORION needs. What I do know is, I want it to be Epic and Emotional where needed.
I heavily use procedural generation and I’m thinking music and sound design could benefit from Procedural Music as well. I’m seeking out a fusion and production method that hints to sci-fi, horror, action, and ambience and seamlessly transitions between them as needed.
At minimum looking to implement some form of procedurally generated tactile audio system to produce a variety of Rumbles/Shakes and enhance music using Low Frequency Oscillation. The idea behind this is to enhance Monster Stomping and give music that punch when needed.
During the upgrade from 5.1 to 5.3 things broke very badly (again). So I’m going to move on to 5.4. ExORION will be back stronger than ever with 5.4 new features. I’m really excited about Motion Matching.
Started implementing the New Base Character featuring Game Animation Sample Project (GASP), ALS Overlays, and Superhero Flight Animations.
Resources
https://www.youtube.com/watch?v=Polglyc9XO8
GitHub - cenairaclub/motionmatchingreplicated: Unreal Engine 5 Motion Matching Sample REPLICATED
GitHub - PolygonHive/GASP-ALS: Game Animation Sample with ALS Layering
Of course, things could not go smooth. Major hurdles with integrating Superhero Flight. Having issues with Additive Animations in Superhero Flight Animations, which makes use of the “Apply Additive” Animation Node heavily.
I suspect there appears to be a prob with using “Apply Additive” and UEFN skeletal mesh. But its most likely my lack of understanding on how to use these Additive Animation nodes.
The Problem
When Alpha is set to 0, and scaling distortion disappears but so does the additive blending:
When Alpha is set 1.0 (the value used in Superhero Flight Animations) the Scale Distorts:
I’ve attempted these Fixes (1,2), but issues persists.
As soon as I resolve this problem, its just a matter of rewiring the Exorion Soldier Thruster system which I intend to expand on with additional thrusters to improve visuals. Although this problem have me bummed out a little, im excited because im so close to getting the new character class for Exorion working.
Sorry i did not go much into blending. but as i read and watch this i was just thinking about a workaround.
if you just want to have the mesh a little “deformend” at the landing would it also work for you tho scale the mesh as a whole or parts of it with sending a fast message with a timer to the normal shape again instead? Blendshapes like used for face animations could also work.
Just wraping my head around this problem it a little, but maybe i missunderstood the problem as a whole.
Appreciate your reply @Thorsten09. I use Superhero Flight Animation Asset often with other UE4/UE5/Metahuman/Paragon Characters without the need to alter any of its Animation BPs. But this is not the case with Game Animation Sample. I still conducting various test to determine what i need to resolve this issue, so i will alter whatever need to get it to work.
ok i guess it is the offical animation sample from ue5. i only hade a quick look, but it seems like this have to be way more complex the the old animation system. maybe the calculation takes just to long for your fast movement. just a wild guess.