for as long as I can remember, developers have ALWAYS had problems getting a good camera angle to work with basically all 3D games ever developed. What would have worked with tmnt is to not worry about the close up details (because we only need them for quick cut-scenes and stuff) but the ingame footage should be enough to cover the entire field just like the way the old arcades used to do it. They don't need to worry about making quick angle shots like DMC because it's certainly not that type of game, but they can have the feature more the camera along to cover the field or zoom out enough just to make sure everybody is covered without abstructing the scenery. If you don't think it'll work, how did powerstone 2 do it? Or what would it have looked like if zombie revenge had all three players on screen at once? I don't see how there's no way to make it happen but if they can't figure it out, it's either stupid developers (which I should put bet money on) or just pure ignorence becuase they didn't think it was a possible option.Originally posted by Lhadatt
Camera, camera, camera. Resources aren't a problem, all they have to do is lessen the number of enemies on-screen or take polys away from the environment. Models might be a bit of a problem, since the system would have to have 4 different turtle models in memory (if the new show has them look different like the old one did). The biggest problem is programming a dynamic floating camera that can take into account all 4 players at once.
Think of it this way -- ever have your character fly off-screen in a Capcom fighting game? Isn't that annoying? You have no idea how far off-camera he is, you just have a general position pointer (typically "1P" or whatever) on the side of the screen. That's a Stupid Camera Problem -- not "stupid" in the sense that it's an asinine way to handle the problem of the character going off-screen (which it is), but in that the camera is not "smart" enough to deal with that new, unanticipated factor. Programming something like that in 2D is easy -- just zoom out and draw enough background tiles to accomodate -- but 3D is harder, since now you have to deal with drawing more of the environment, swapping levels of detail, maybe lowering polygon counts on the fly, etc. Saying "just give us 4 players" is easy, actually making the game do it well is not.
Another point you mentioned comes from how they're going to handle polygons to hold all the details. I think they could make use of benzer curving with models using a lower poly count, or they could just use a smart way of putting a few small poly's at the points where they come together to create that round look they're trying so hard to achive. either way, I don't see why the game shouldn't be 4 player and while everybody is whining they don't have friends to invite over, we still have something called "online play" if that still matters to anyone.![]()


Good luck to Konami in fixing them. *fingers crossed* Still, this game looks like it's got potential.


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