We only mail you to invite you to closed alphas or tell you we released a game
Excerpt from an e-mail I just sent to artist John:
A brief history of zooming and backgrounds:
Update: better video!
It works! I love it. Feels like a real victory of code and art: we had this big scary problem, a gap in what we could do to a good standard, and we dodged around it for a while, and then your perfectly tiling dust layer and my new autozoom system came together in a way that suggested a smarter approach, and it just solves it completely. We fade through hundreds of orders of magnitude of scale, and the background layers just transition seamlessly as you go. And the sense of scale is so much better – it’s actually got easier to catch yourself in your pod now, because you can tell between ‘it got further away’ and ‘the camera zoomed in a bit’ – previously both looked the same.
This new system will mean I can tweak the zoom controls to not skip that big gulf between local and map, and use autozoom more liberally, for things like being chased or approaching an objective or an autopilot destination. Turns out once those zoom levels look good, there are a few gameplay uses for them!
Heat Signature gets pretty with “infinitely scaling vapor layers” | TRIFORCE STUDIO: […] problem, as Francis explained on his blog, is that when the camera automatically zooms out to maintain a view on multiple on-screen objects, […]
Charlie: Very cool! Do you have plans for the ship to fly in 3 dimensions?
Aaron: I love seeing your updates, keep up the good work. This looks absolutely amazing! Keeping those layers in check sounds like a pain, and the bit of work I've done with just website parallax layers... woah! Great job.
Liam: So... vaping got really out of hand in this future society?