I'm interested to see how the top down camera handles enclosed spaces. I saw in the video that nothing special happened when you moved under the bridge, but I'm talking about areas like the military base where the issue would be more common than going under the occasional bridge.
The controls for the top down view look great though, can't wait to give them a whirl.
Right now, as you noticed , I'm not doing anything to deal with objects blocking your view. I'm not sure if I should? I have mixed feelings about it. Here are a few options I have available:
Have the camera lower itself automatically until you are visible, but you may be better off losing sight of your self for a moment while retaining a high level view
Make the player visible as an outline when obstructed, but you would still have problems with obstructions that you also cannot see.
Cut off or fade anything that is obstructing the player, but this will allow top down players to see things they maybe should not be able to see
For now it is up to the map designer to consider top down perspectives and make allowances for it if they so choose (map editor can also disable top down or force it on as part of a regions variant). The military base for example works fine since the ceiling is invisible from the outside. As a fallback you can always quickly toggle to first person when the top down view is obstructed, although I don't find myself doing that very often once I have a feel for the map.
Well as always I am open to change . I think we will just have to play with it and see how we feel about it in practice I will get another build up before Monday's stream.
Speaking of map editors is your's going to be drag and drop premade objects(like star craft for example) or are you going to need to know how to craft 3d objects to use it (like the source engine) or are you going to have it do both? I prefer the drag and drop approch but some like to make a more custom approch.
My goal is to support both methods. I'm planning on using the free version of Unity to support custom maps. I'll provide a library of pre-made objects, but I also want you to be able to add completely custom 3D art and sounds. I will also include some simple procedural parts that generate geometric primitives of any size with proper texture tiling (that's how the spheres, boxes, and capsules work in the test areas).
I want to make it really easy . I'll start with the basics first and only then add some of the power features. Just drag a bunch of prefabs into the world position and orient them and export the map I'll put in reasonable defaults so even exporting an empty map will give you something that while boring actually works