Camera: Difference between revisions

596 bytes added ,  5 years ago
Added some info about the leader silhouettes when they're obscured.
m (Undo revision 179063 by Shigeru Miyamoto (talk)mentioned later)
(Added some info about the leader silhouettes when they're obscured.)
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==Impact on gameplay mechanics==
==Impact on gameplay mechanics==
The camera's state has a direct impact on some gameplay mechanics. During normal play, the camera's angle decides which direction the [[leader]] or [[Group move|group]] will move to when the corresponding controls are used, in that holding "up" will move to the direction the camera is facing. The exception to this is when the camera is rotated manually while a leader is moving, in ''Pikmin 3'', because the leader will continue going in the same direction until the control stick is released or held in a different direction.
The camera's state has a direct impact on some gameplay mechanics. During normal play, the camera's angle decides which direction the [[leader]] or [[Group move|group]] will move to when the corresponding controls are used, in that holding "up" will move to the direction the camera is facing. The exception to this is in ''Pikmin 3'', when the camera is rotated manually while a leader is moving, because the leader will continue going in the same direction until the control stick is released or held in a different direction.


When [[Lock-on|locked-on]], the movement always happens clockwise around the target when "right" is held, and counterclockwise when holding "left". [[Dodging]] follows the same rules as normal movement: in the normal camera state, the direction of the dodge depends on the camera's angle, and while locked-on, it is always clockwise or counter-clockwise.
When [[Lock-on|locked-on]], the movement, be it normal walking or using the [[dodge]], always happens clockwise around the target when "right" is held, and counterclockwise when holding "left". But in the normal camera state, the direction of the dodge depends on the camera's angle.


With the Wii Remote, the [[cursor]] can be aimed towards any location on the screen, so the camera's position is important in deciding what can and cannot be reached with the cursor, for purposes of [[Whistle|whistling]] or [[Lock-on|locking-on]]. From ground level, if the camera is facing an angle that puts the [[Stellar Extrusion]] on the [[Tropical Wilds]] in view, it is possible to order [[Winged Pikmin]] to fetch it with a [[charge]]; otherwise, the [[seesaw block]] nearby has to be used.
With the Wii Remote, the [[cursor]] can be aimed towards any location on the screen, so the camera's position is important in deciding what can and cannot be reached with the cursor, for purposes of [[Whistle|whistling]] or [[Lock-on|locking-on]]. For instance, if the camera is set to the ground level, the whistle in ''New Play Control! Pikmin 2'' can reach distances very far away, as explained above. And if the camera is facing an angle that puts the [[Stellar Extrusion]] on the [[Tropical Wilds]] in view, it is possible to order [[Winged Pikmin]] to fetch it with a [[charge]]; otherwise, the [[seesaw block]] nearby has to be used.


In ''Pikmin'' and ''Pikmin 2'', the camera is always centered on the current leader, to allow a consistent field of vision. In ''Pikmin 3'', Pikmin follow the leaders in a narrow line, and the camera always attempts to center itself so it can capture all of the line. This way, the maximum amount of Pikmin are always visible, but this can mean the leaders' view ahead is sometimes obscured.
In [[Bingo Battle]], the Enemy Annihilator item kills all enemies that are visible on the player's screen. As such, the positioning of the camera will influence the outcome.


In [[Bingo Battle]], the Enemy Annihilator item kills all enemies that are visible on the player's screen. As such, the positioning of the camera will influence the outcome.
==Details==
[[File:NPC silhouette.jpg|thumb|left|Olimar's silhouette, in red, can be seen in the parts of his body that are obscured.]]
In {{p1}} and {{p2}}, the camera is always centered on the current leader, to allow a consistent field of vision. In {{p3}}, Pikmin follow the leaders in a narrow line, and the camera always attempts to center itself so it can capture all of the line. This way, the maximum amount of Pikmin are always visible, but this can mean the leaders' view ahead is sometimes obscured.
 
In {{npcp1}}, {{npcp2}}, and ''Pikmin 3'', if a leader is behind the area's geometry or an object, from the camera's perspective, their obscured parts will be drawn as a solid silhouette, so the player can tell that the leader is behind that. Each leader's silhouette matches the leader's main color, like red for [[Captain Olimar]], cyan for [[Alph]], etc. Pikmin do not have this silhouette.


{{clear}}
==Off-camera objects==
==Off-camera objects==
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