Thanks for the reply! I did increase the view by 30 degrees so you can see 15 degrees more of the top and bottom. The key with handling the view, as with real life too, is to look at the ground that you are walking/running to and run until the character is around that point based on the background. For a real life reference: If you close your eyes and walk around in an unknown environment then you aren't going to know when to jump or where to walk. However, just because your eyes are open doesn't necessarily mean you will know where to walk. You still have to look at the ground at some point. The same concept applies here. I think part of the problem is that most people are in the Mario platforming mindset where they can see the obstacles all of the time. Then again, maybe I'm just overly used to it considering I've been testing the game for months.
As for the view being locked when text (The text represents the character's thought) is on the screen, that's because the game is essentially paused when that happens. I figured that we generally think of things in a fraction of a second, but in a video game we can't give the player the information at the same speed. So, in order to compensate for the time it takes to read, I thought it would be best to pause the game and let the paused time represent that fraction of a second that we would use to form our own thoughts. However, when you talk to someone the game does not freeze, because talking to someone takes time in real life too, therefore the game would continue playing.
I hope that all makes sense
I know that the movement is tough at first, but I just love the idea and I really want to avoid scrapping it.
Edited by heyufool1, 07 June 2012 - 01:04 AM.