Moving the player out of th center
Posted: Wed Aug 07, 2013 3:53 pm
Currently the player fits fixed into the center but I can think of some situations, where this isn't that useable. I try to count that situations:
1. When I build while walking. See this post: https://forums.factorio.com/forum/vie ... f=6&t=1084
I that post I listed some situations, when it is not so useful, to move the player sideways while building stuff.
Now I suggest, that when I move "sideways" so that the next item would not be placed in one "row" (one after another), the player leaves his centered position on the screen. The effect is then, that the relative position of the mouse to the playfield keeps constant and doesn't jump sideways.
2. When exploring. When you come to the borders of your currently explored land it would be useful, that the borders and your view matches together. For that it might be useful to move the player out of the center to show the player "when you are going some steps ahead you will explore new land". See also rule 3, because this only happens, if you have time enough to compare the radar with the real view!
3. When walking/driving etc. it is good to have a better view into the direction you are walking/driving. In that case the player is moved in the counter-direction. This rule conflicts with rule 2 but this is pupose, because a player, which explores fast should have a better view into the unkown than a player, which goes step by step.
4. Story. I can think for story-elements, where the player is moved out of the center to show him something else. It can be also game-elements, for example matching the radar-view is blended in, when you click on the alarm-icon.
1. When I build while walking. See this post: https://forums.factorio.com/forum/vie ... f=6&t=1084
I that post I listed some situations, when it is not so useful, to move the player sideways while building stuff.
Now I suggest, that when I move "sideways" so that the next item would not be placed in one "row" (one after another), the player leaves his centered position on the screen. The effect is then, that the relative position of the mouse to the playfield keeps constant and doesn't jump sideways.
2. When exploring. When you come to the borders of your currently explored land it would be useful, that the borders and your view matches together. For that it might be useful to move the player out of the center to show the player "when you are going some steps ahead you will explore new land". See also rule 3, because this only happens, if you have time enough to compare the radar with the real view!
3. When walking/driving etc. it is good to have a better view into the direction you are walking/driving. In that case the player is moved in the counter-direction. This rule conflicts with rule 2 but this is pupose, because a player, which explores fast should have a better view into the unkown than a player, which goes step by step.
4. Story. I can think for story-elements, where the player is moved out of the center to show him something else. It can be also game-elements, for example matching the radar-view is blended in, when you click on the alarm-icon.