Camera: Difference between revisions
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Revision as of 05:33, 21 May 2019
The camera system was a first of its kind system, considering Mario 64 was one of the first 3D platforming games. The system makes use of a sometimes dynamic, sometimes hard-coded presets and modes to make the camera work for its given situation.
History
The camera was supposedly solely written by Takumi Kawagoe, a developer who also helped write the camera for Ocarina of Time.[1] Most of the insight on the camera development comes from interviews with Kawagoe and fellow developer Giles Goddard, as well as the a Nintendo 64 patent that details information on the camera.
Modes
The camera consists of several types of modes, beyond the types the player controls. These change depending on the situation, altering angles and positions to try and adapt for the situation. In each of these sections, generally only one specific mode is utilized in a group at a time.
Player Controlled Modes
These modes are modes that the player controls, specifically by usage of changing in the pause menu and using the R button. The idea for these was to help allow players to overcome camera issues and play the game as they want.
Lakitu Camera
This is default camera mode, representing a camera that supposedly is carried by Lakitu. The camera will keep Mario in focus while attempting to give a clear angle of the geometry around Mario.
Mario Camera
The default alternative camera mode, this one is selected by usage of the R button. Pressing the button puts the camera into a mode that more closely follows Mario, akin to a zoomed-out first person mode. This can often override other hidden modes, and provides a typically abnormal perspective.
Fixed Camera
This mode must be selected through the pause menu. While holding R with the option selected, the camera will stop moving and will only continue to angle to follow Mario. This can be abused, as preventing the camera from moving will keep it from travelling to PUs- which crash the game.
Camera Controlled Modes
These modes are activated by many different scenarios, such as the level/area loading, water, actions, floors, and objects. Although these modes are not actively noticed, they greatly control the behavior of the camera. The camera can act almost completely different depending on the mode.
No Mode
This mode (or rather, lack of mode) is used when on certain screens. The title screen and file select screen use this. This keeps the things being looked at in view and the camera from moving in these set situations.