How did you combine film and game development?
The development process was very much a mixture of film and game practice. While some game designs heavily focus on graphical appearance, and the general look of the title, Common Tales started with a cinematic approach - that means from a development of the main conflict, characters, story line, and camera work.
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How did the transmission from scene description to in-game scripting work?
Instead of hand-coding every single element a meta-language was developed for the project. This scripting language connected the original Playstation code (in C) with the design of Common Tales. It allowed a staging of various scenes, including animations, camera movements and cuts, sounds, texts, and effects.
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CAMERA_SCRIPT_ELEMENT gastCameraScript_SewerTrap[] =
{
//SEWER TRAP SCRIPT
DIRECTOR_DO_OVERRIDE_CONTROLS(TRUE),
DIRECTOR_DO_SET_NPC_LOGIC(TOM,vThomasWavesHisSword),
DIRECTOR_DO_CAMERA_CU_ON_FACE(1300,-600,0), //WORMVIEW
DIRECTOR_DO_HERO_GAZE_DIRECTION(FIZ,-600,0),
DIRECTOR_DO_WAIT(20,0),
DIRECTOR_DO_SAY(T_CAREFUL),
DIRECTOR_DO_LOOKAT_OTHER_HERO(TOM),
DIRECTOR_DO_WAIT(40,0),
DIRECTOR_DO_HERO_GAZE_DIRECTION(FIZ,400,0),
DIRECTOR_DO_OVERRIDE_CONTROLS(FALSE),
DIRECTOR_DO_GROUP_CAM(186,galFixedCamEntList), //MASTER
DIRECTOR_DO_SAY(F_WAIT),
...
Excerpt from the in-game script defining the storyboarded scene above using the scripting language |
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