Game Development Reference
Have a go hero - remaking things
Well, we are clear about what a HUD needs to go through in an actuator with overlay. So, to
modify every scene and set the bar of life, potenial counters, map, and so on, you can think
of new situaions or scenarios that enable them to be shown or hidden in the main scene.
If we place a red ball on top of our character, we can reflect this in the map on a smaller
scale, thus changing a staic map to an interacive map. Are you ready to do it yourself?
Changing the camera view
Pracically, we use a single camera when you're used to playing on a level, but it is true that
if it is possible to change views it can someimes be helpful for us to do. In the case of racing
or shooing, it is almost necessary to have a point of view in the irst person and another in
the third person. This makes the gameplay change drasically. Finally, we're used to seeing
another camera (point of view) with a very open view to show more of the levels we're
Time for action - view 1, 2, 3
Once you learn how to assign a camera to a point of view, all of the other cameras are
assigned the same way. Yet, it's important to know in what order to place them there,
and what kind of plane we use for each of them.
If you use a descending order, the player can easily remember which number key is used for
each type of view. The following example demonstrates this:
1. Let's use our character in the Arcic to place three cameras. The scene must have
the whale and some icebergs. Add the cameras, and be sure to rename the cameras
as camera1 (first person), camera2 (third person), and camera3 (Open view), as
seen in the following screenshot. Change the locaion and rotaion of all of them
wherever you need.