Actual games to develop


Experiments

To do

Tried

As I wrote in the commit message, this does lead to quite beautiful effects. It has a relationship to Julian Oliver’s work with the Quake engine and not clearing to create a kind of painting relationship. I find that the Tanks! version of it is more immediate because you’re actively trying to decipher the action/nature of the space. As much as I tried that, though, I have to admit there were plenty of times where I just didn’t really understand the situation being represented whatsoever, which was kind of pleasant? It looks pretty incredible. It’s a bit of a throw-away gesture in its simplicity (but so was Ghost Pong), but it yields surprising depth, I think, in terms of ideas about physics, clarity, artistic representation, etc…

I’ve only got a very basic version of this working (after significant confusion about how to figure out the ‘reverse angle’ bit of it - got there eventually by just using Euler angles and subtracting 180 from y). I also only have a single-player approach right now, so that you just drive around a set the camera to constantly face you. I quite like the sense of vanity that it invokes - the tank perpetually “seeing how it looks” in different settings? That idea of posing is quite nice, and it’s emphasised by having control of the camera which is normally so austere and removed OR is just literally your eyes. Moving a camera as a camera is a real act of power as a player I think?

Very obvious after doing the split screen in the sense that it’s just a bunch of cameras (16) in the scene which map to specific locations in the viewport so that they form the traditional array. It would probably be nice to put some kind of filter over them for the CCTV experience? There are lots of aesthetic connotations to play with. There’s the question of whether the cameras themselves should be visible in the scene? There’s the question of what “more” you should do. But certainly the experience itself was pleasing as per the commit: seeing yourself passing from one camera to another, or seeing yourself in multiple cameras at the same time. Studying the wider angle, more distant cameras to find yourself as a little dot was satisfying too. It’s obviously a pretty different game - not very playable, but somehow quite evocative of all the obvious ideas about surveillance, being watch, being suspected of bad behaviour (well you are firing rockets all over the place!)

Implemented this rather straightforwardly. Viewing the world in first person clearly introduces so many possibilities. And indeed this is probably generalisable to cameras as a whole - the way you perceive space has an enormous impact on everything about the game. First person felt much more intimate and immediate and you can see detail, of course, but then also it becomes possible to hide, for example. It was an exciting first step.


Design journal

2018-01-07 13:39, in which I write a couple of words about starting on a couple of camera experiments

Given that the first prototype challenge for CART 415 is not just Light but also Camera, it makes sense to acquaint myself a bit with thinking about that aspect of things as well. So I at least popped together the spit screen view just to have had at least a little experience there. It was super easy and, as above in the (experiments)[#experiments] section, it felt really generative and powerful to see the world from that new perspective, quite exciting. So I foresee working with Camera being quite a fun project here and I can already thinking of a number of ideas. I should do a formal brainstorm, but

The camera thing (and the desire to consider a version of the game where you’re not the tank) also leads me to want to implement some AI for the game so that I can have tanks doing their own thing in the scene separate from the player, who can then act at a meta level. I found a tutorial online that looks feasible so I’ll go through that today or tomorrow for fun.

2018-01-18 11:07, in which I brainstorm Camera a little more directly as I did with Light earlier

What is the nature of the Unity Camera?

It’s a component added to a game object technically (like a Light), but most of the time that would be an empty game object as I understand it. So it’s like an object on its own. It is what “looks at” a scene and represents it on the user/player’s screen. There can be more than one. It has specific qualities as reflected in its editor panel:

The Camera API?

Tanks!’s relationship to camera?

Qualities of the game in relation to Camera?

Movement: Movement drives where the camera positions itself specifically, so there’s an idea of controlling the camera with the relative position of the tanks, a weird way to control something like that, but interesting? Indirect control.

Shooting: The camera relates to shooting in terms of the obvious informational qualities the “fair” camera provides. You can always see your opponent (pretty sure there’s “nowhere to hide”?).

Evaluation: This is really the heart of the justification for the way this camera is I suppose? It’s about providing exactly the same evaluative possibilities for every player (well every human player - the AI’s don’t operate based on anything to do with the camera). An FP camera, for example, offers asymmetric information depending on where you position the camera-that-is-you.

Cultural references implied by Camera?

Cinema: I mean, this is kind of ‘too big’, but the base level point here has to be that a core use of cameras and the meaning of the camera comes from cinema. There’s going to be millions of cinematic techniques and cultural touchstones, though, so it’s not really possible to “rely” on this? Like, do you want Goddardian cuts? Eisenstein’s montage theory? Haneke’s fourth-wall-breaking? The first person camera of Enter the Void? Thinking about more conventional camera techniques like reverse shots, close ups, establishing shots? All of these are entirely possible… the whole cinematic language is available in all its glorious conflict with a realtime combat game? There’s rather a lot to think about. But at the very least cutting, cinematic shot compositions, directorial styles, … the camera in motion, the completely static camera, off screen action, point of view shot (FPS? Whose point of view?)

Photography: The other most clear use of camera is photography. Photography is more or less about capturing a still frame. This makes me think of La Jetée though - the cinematic use of photographs. Stillness is quite beautiful. Can you make the La Jetée of tanks? Photography implies Selfies and also Family Photos and other experiences of photography beyong being a photographer.

Using a camera: Related to the above but in a sense inverted - the interactivity offered can be about using and manipulating a camera rather than solely being observed by it. The act of framing, selecting, recording are beautiful artistic things a player could do. Reminds me of the poetry game I wanted to make where you find accompanying images as a photographer. Obviously war photographer fits into this element.

Surveillance: Already addressed this a little in an experiment, but it’s a powerful thing to be surveilled. It’s interesting the degree to which the game is already a matter of surveillance (though the fact the camera facilitates the game belies that a bit). Reporting crimes becomes a possibility in that context.

Watching: If there is a camera recording it becomes possible to watch what it records (live or after the fact). Watching recordings is a powerful thing we do. Spectatorship.