Not sure where I will release, probably not Steam, but I will figure out a way to make a demo available. As far as the transition goes...maybe a quick fade-oit / fade-in?
@@davidroome137 Ah no steam I see, kinda wished to enjoy that on steamdeck ;) About transition honestly not sure now since after watching this in loop I finally realised those are enemies, not squardren player's in. In that case hard break like this sounds just right since both player and enemies are in distance. Originally I confused that player's escorting that frigate so I thought some camera follow-up to player's fighter or quick fade in-out would've give more 'continuous' feeling after the end of cutscene, something like from Starwars Squadrons mission start cutscene. As I'm no expert regarding these don't take this too seriously!
This is extremely helpful...I don't get much critical feedback so everything helps! The ships in the cutscene ARE actually the player's squadron, and the camera is tracking the player's ship (the Needle fighter at the front of the wing). The enemies (ships with the ring-shaped top) are extremely far in the distance to the point that they are invisible in the cutscene. I need to take a look at Squadrons again to see how they do this. We'll see about Steam. I am developing on MacOS / Linux so there should be no reason that it wouldn't work on Steamdeck!
@@davidroome137 Oh I tricked myself into double confusion, oops! about starting cutscene it sort of looks like this: yt vid id: LX1e5MmHNGY for ones that excludes final fade in/out to FPV - starwars battlefront 1/2 videos might also be worth checking out as they are on 3rd person view and also have multiple joining cutscenes per ships iirc. Other types are: Ace combat zero, mission 1 start cutscene: yt vid ID: rU1qRjwqbns 1. Showing high speed flyby of squadren 2. Multiple intermin cutscene focusing to player with some dialogues (which we don't have yet) 3. Hard transition to FPV/TPV Starwars battlefront series / Battlefield series: 1. Front view 2.A. Cam orbit to behinb & amera slowly catch up into TPS 2.B. A very short crossfade / fade in/out into TPS Take a grain of salt on this as my memory's fuzzy! Not sure what will work the best! There's good chance there's better ways not listed here. Or maybe considering that all fighter looks same unlike above example's, some other ways to make player distinct like putting player to last position of squadren could work: 1. Squadren excluding player fly by like it's already in this video, but closer at camera to give dramatic effect 2. When camera is about to lose squad in sigh due to distance, player's fighter passes close by, catch up to fleet 3. hard transition into player TPV with player's squadren in sight Which in this way player will know that we're controling the last fighter lastly shown on previous cutscene automatically, helping sorta dumb guys like me who can't figure out which one's the player hehe! When I'm back from work I'll try recreating what I have in mind to see if this idea do work or not
*Attempt 2* Oh I tricked myself into double confusion, oops! about starting cutscene it sort of looks like this: yt vid id: [redacted] for ones that excludes final fade in/out to FPV - starwars battlefront 1/2 videos might also be worth checking out as they are on 3rd person view and also have multiple joining cutscenes per ships iirc. Other types are: Ace combat zero, mission 1 start cutscene: yt vid ID: [redacted] 1. Showing high speed flyby of squadren 2. Multiple intermin cutscene focusing to player with some dialogues (which we don't have yet) 3. Hard transition to FPV/TPV Starwars battlefront series / Battlefield series: 1. Front view 2.A. Cam orbit to behinb & amera slowly catch up into TPS 2.B. A very short crossfade / fade in/out into TPS Take a grain of salt on this as my memory's fuzzy! Not sure what will work the best! There's good chance there's better ways not listed here. Or maybe considering that all fighter looks same unlike above example's, some other ways to make player distinct like putting player to last position of squadren could work: 1. Squadren excluding player fly by like it's already in this video, but closer at camera to give dramatic effect 2. When camera is about to lose squad in sigh due to distance, player's fighter passes close by, catch up to fleet 3. hard transition into player TPV with player's squadren in sight Which in this way player will know that we're controling the last fighter lastly shown on previous cutscene automatically, helping sorta dumb guys like me who can't figure out which one's the player hehe! When I'm back from work I'll try recreating what I have in mind to see if this idea do work or not.
Solid.
Only with some stuff to smooth out transition at end of cutscene it would be gorgeous. Can't wait to play this - will there be demo release on steam?
Not sure where I will release, probably not Steam, but I will figure out a way to make a demo available. As far as the transition goes...maybe a quick fade-oit / fade-in?
@@davidroome137 Ah no steam I see, kinda wished to enjoy that on steamdeck ;)
About transition honestly not sure now since after watching this in loop I finally realised those are enemies, not squardren player's in. In that case hard break like this sounds just right since both player and enemies are in distance.
Originally I confused that player's escorting that frigate so I thought some camera follow-up to player's fighter or quick fade in-out would've give more 'continuous' feeling after the end of cutscene, something like from Starwars Squadrons mission start cutscene.
As I'm no expert regarding these don't take this too seriously!
This is extremely helpful...I don't get much critical feedback so everything helps! The ships in the cutscene ARE actually the player's squadron, and the camera is tracking the player's ship (the Needle fighter at the front of the wing). The enemies (ships with the ring-shaped top) are extremely far in the distance to the point that they are invisible in the cutscene. I need to take a look at Squadrons again to see how they do this.
We'll see about Steam. I am developing on MacOS / Linux so there should be no reason that it wouldn't work on Steamdeck!
@@davidroome137 Oh I tricked myself into double confusion, oops!
about starting cutscene it sort of looks like this:
yt vid id: LX1e5MmHNGY
for ones that excludes final fade in/out to FPV - starwars battlefront 1/2 videos might also be worth checking out as they are on 3rd person view and also have multiple joining cutscenes per ships iirc.
Other types are:
Ace combat zero, mission 1 start cutscene:
yt vid ID: rU1qRjwqbns
1. Showing high speed flyby of squadren
2. Multiple intermin cutscene focusing to player with some dialogues (which we don't have yet)
3. Hard transition to FPV/TPV
Starwars battlefront series / Battlefield series:
1. Front view
2.A. Cam orbit to behinb & amera slowly catch up into TPS
2.B. A very short crossfade / fade in/out into TPS
Take a grain of salt on this as my memory's fuzzy!
Not sure what will work the best! There's good chance there's better ways not listed here.
Or maybe considering that all fighter looks same unlike above example's, some other ways to make player distinct like putting player to last position of squadren could work:
1. Squadren excluding player fly by like it's already in this video, but closer at camera to give dramatic effect
2. When camera is about to lose squad in sigh due to distance, player's fighter passes close by, catch up to fleet
3. hard transition into player TPV with player's squadren in sight
Which in this way player will know that we're controling the last fighter lastly shown on previous cutscene automatically, helping sorta dumb guys like me who can't figure out which one's the player hehe!
When I'm back from work I'll try recreating what I have in mind to see if this idea do work or not
*Attempt 2*
Oh I tricked myself into double confusion, oops!
about starting cutscene it sort of looks like this:
yt vid id: [redacted]
for ones that excludes final fade in/out to FPV - starwars battlefront 1/2 videos might also be worth checking out as they are on 3rd person view and also have multiple joining cutscenes per ships iirc.
Other types are:
Ace combat zero, mission 1 start cutscene:
yt vid ID: [redacted]
1. Showing high speed flyby of squadren
2. Multiple intermin cutscene focusing to player with some dialogues (which we don't have yet)
3. Hard transition to FPV/TPV
Starwars battlefront series / Battlefield series:
1. Front view
2.A. Cam orbit to behinb & amera slowly catch up into TPS
2.B. A very short crossfade / fade in/out into TPS
Take a grain of salt on this as my memory's fuzzy!
Not sure what will work the best! There's good chance there's better ways not listed here.
Or maybe considering that all fighter looks same unlike above example's, some other ways to make player distinct like putting player to last position of squadren could work:
1. Squadren excluding player fly by like it's already in this video, but closer at camera to give dramatic effect
2. When camera is about to lose squad in sigh due to distance, player's fighter passes close by, catch up to fleet
3. hard transition into player TPV with player's squadren in sight
Which in this way player will know that we're controling the last fighter lastly shown on previous cutscene automatically, helping sorta dumb guys like me who can't figure out which one's the player hehe!
When I'm back from work I'll try recreating what I have in mind to see if this idea do work or not.