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Field of View Slider in FPP Game -- How Granular?

Started by July 20, 2014 05:23 PM
0 comments, last by GoCatGoGames 10 years, 5 months ago

So I'm finishing up the Main Menu and Setting GUI for my Halloween 2014 (working title) first-person perspective game (http://www.gamedev.net/blog/1880/entry-2259820-creating-a-halloween-environment/) and need to finalize one last thing -- the granularity of the Field of View slider.

Myself, I generally just push these options to the widest FoV possible as I sit rather close to some very large monitors. I know others who don't even bother fiddling with this option.

Because this game requires accurate triggering of audio effects, the FoV setting also needs to change the size of the triggers. A wider FoV gives the feeling that the player (camera) is farther back than a narrow one.

I've boiled it down to three possible implementations:

  1. Wide FoV Toggle (60 when off, 90 when on)
  2. Slider with fixed points (60, 75, 90)
  3. Slider that moves in whole numbers between 60 and 90

The first makes it easy to deal with the triggers, the last being slightly more labor intensive but potentially a good addition to my code toolbox.

Does it matter to anyone if they can't tweak the FoV to 81? Do any of you really poke into the FoV settings, particularly in a short (~15 minute) free game? Am I missing something with my three solutions?

Indie games are what indie movies were in the early 90s -- half-baked, poorly executed wastes of time that will quickly fall out of fashion. Now go make Minecraft with wizards and watch the dozen or so remakes of Reservior Dogs.

I set it to 80, adjusted the size of my trigger zones, and I'm leaving it at that. Too much worrying about a three-month development time, ~15 minute play-time free horror game.

Indie games are what indie movies were in the early 90s -- half-baked, poorly executed wastes of time that will quickly fall out of fashion. Now go make Minecraft with wizards and watch the dozen or so remakes of Reservior Dogs.

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