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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y|hp=y}} | ||
{{otheruses|the regular in-game camera|the KopPad app|KopPad#Camera|t1=KopPad|the treasure|Smile Detector}} | {{otheruses|the regular in-game camera|the KopPad app|KopPad#Camera|t1=KopPad|the treasure|Smile Detector}} | ||
The '''camera''' is the viewpoint from which the player can see the action in a game's world. In the main [[Pikmin series|''Pikmin'' games]], the camera can be adjusted by the player, in order to ensure that they can normally navigate through the [[area]]s and [[cave]]s while being able to see what they're doing effectively. | The '''camera''' is the viewpoint from which the player can see the action in a game's world. In the main [[Pikmin series|''Pikmin'' games]], the camera can be adjusted by the player, in order to ensure that they can normally navigate through the [[area]]s and [[cave]]s while being able to see what they're doing effectively. | ||
During normal gameplay, the camera is above ground level, pointing down, but some [[cutscene]]s move the camera automatically, as well as some tutorials and cinematic routes in ''[[Pikmin 3]]'', such as the pathway leading up to a [[boss]]. Some | During normal gameplay, the camera is above ground level, pointing down, but some [[cutscene]]s move the camera automatically, as well as some tutorials and cinematic routes in ''[[Pikmin 3]]'', such as the pathway leading up to a [[boss]]. Some sections and levels play out on a fully 2D view, with the camera at ground level to the side of the action. Thus is the case of the [[seesaw block]] section on the [[Garden of Hope]]. In ''Pikmin 3'', the camera may also move up if there is an obstruction in the way blocking the view, like a [[plant]], and when it needs to show a different section of the area when switching leaders, it first fades out from the current one and then fades in on the new area; this process pauses the game slightly.{{cite youtube|wvme1KlOmE0|showing how the game pauses briefly when the camera changes area sections}} | ||
In {{hp}}, the camera will simply follow where [[Captain Olimar]] is so that, whenever possible, he'll a always be in the center of the bottom screen. However, when cutscenes play the camera changes to focus on them. | In {{hp}}, the camera will simply follow where [[Captain Olimar]] is so that, whenever possible, he'll a always be in the center of the bottom screen. However, when cutscenes play the camera changes to focus on them. | ||
==Controlling the camera== | ==Controlling the camera== | ||
[[File:Pikmin 2 ground camera.jpg|thumb|The camera at ground-level in ''Pikmin 2''.]] | [[File:Pikmin 2 ground camera.jpg|thumb|right|The camera at ground-level in ''Pikmin 2''.]] | ||
{{main|Controls}} | {{main|Controls}} | ||
There are a few controls that allow the player to manipulate the camera's direction. In the first two games, some extra controls change the camera's position as well, given that the [[GameCube]] and the [[Wii]]'s visual outputs weren't deemed good enough to both get a large picture and allow the player to distinguish the finer details, such as their Pikmin. | There are a few controls that allow the player to manipulate the camera's direction. In the first two games, some extra controls change the camera's position as well, given that the [[GameCube]] and the [[Wii]]'s visual outputs weren't deemed good enough to both get a large picture and allow the player to distinguish the finer details, such as their Pikmin. | ||
===''Pikmin'' and ''Pikmin 2''=== | ===''Pikmin'' and ''Pikmin 2''=== | ||
{{button|gc|l|wii|z | {{button|gc|l|wii|z}} can be used to rotate the camera sideways. When fully pressed, the camera faces the direction of the [[HUD#Cursor|cursor]] in the GameCube games, and the direction of the [[leader]] in the Wii games. If the button is lightly or fully pressed, {{button|gc|stick|wii|stick}} can also be used to rotate the camera manually. In order to rotate the camera without moving the leader, {{button|gc|stick|wii|stick}} can be only partially tilted. | ||
By pressing | By pressing {{button|gc|z|wii|padu}}, the camera toggles between a 3/4 view and a top-down view. The former is preferred when the player wants to see more of what is ahead, whereas the latter is useful when there are several walls in the way. | ||
Pressing {{button|gc|r|wii|padlr | Pressing {{button|gc|r|wii|padlr}} causes the camera to toggle between the three available zoom values. The closest zoom value places the camera at roughly half of the regular distance from the leader, while the farthest zoom level places it at roughly twice the distance. When the button is pressed, the camera toggles happen in the following order: normal, far, close. For the first 100 [[pluck]]ed Pikmin in ''[[Pikmin (game)|Pikmin]]'', the camera temporarily switches to the zoomed in value whenever Captain Olimar is plucking them, and stays that way for a few seconds, before returning to the previous value. | ||
In ''Pikmin 2'', {{button|gc|r|wii|padlr | In ''Pikmin 2'', {{button|gc|r|wii|padlr}} can be held down to make the camera switch to a ground level of altitude, after a second. This camera mode allows the player to see a lot of what is ahead, but not much of what is behind. Because of the new cursor in ''[[New Play Control! Pikmin 2]]'', the player can call Pikmin from any place where the cursor can point on the screen. This means that, if the player uses this camera feature, they can whistle Pikmin from much farther away than normally possible. If the Pikmin are too far away to remain in the party, they will walk towards the leader when whistled, but instantly become idle when the whistle ends. The other leader, if whistled, will attempt to come to the current leader, and will only give up if he finds an obstacle. | ||
===''Pikmin 3''=== | ===''Pikmin 3''=== | ||
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===''Pikmin 3 Deluxe''=== | ===''Pikmin 3 Deluxe''=== | ||
{{game help|p3d|Document how the camera differs from ''Pikmin 3'', and remember to document how the camera turns when using a single Joy-Con.}} | {{game help|p3d|Document how the camera differs from ''Pikmin 3'', and remember to document how the camera turns when using a single Joy-Con.}} | ||
==Impact on gameplay mechanics== | ==Impact on gameplay mechanics== | ||
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===Off-camera objects=== | ===Off-camera objects=== | ||
{{stub | {{stub}} | ||
In order to save resources, {{p1}} and {{p2}} only fully process objects if they are visible by the camera. As such, the player can exploit this in order to render some enemies harmless. | In order to save resources, {{p1}} and {{p2}} only fully process objects if they are visible by the camera. As such, the player can exploit this in order to render some enemies harmless. | ||
In ''Pikmin'', [[enemies]] have three rough states of activation. If they are visible on-camera, they are fully active, and act like normal. If they're outside of the camera's view, but still close, they will only be rendered and processed every other [[frame]]. This becomes apparent with tools such as a free camera mode in emulators, although it is possible to tell that enemies are only processed at half speed by listening: one can approach a sleeping [[ | In ''Pikmin'', [[enemies]] have three rough states of activation. If they are visible on-camera, they are fully active, and act like normal. If they're outside of the camera's view, but still close, they will only be rendered and processed every other [[frame]]. This becomes apparent with tools such as a free camera mode in emulators, although it is possible to tell that enemies are only processed at half speed by listening: one can approach a sleeping [[Spotty Bulborb]] or [[Spotty Bulbear]], put them in sight of the camera, and take note of the interval between snores. Then, by leaving the enemy just outside of the camera's reach, it is possible to hear the snores come half as frequently. One can also tell that objects are rendered every other frame by keeping a damaged [[Pellet Posy]] on the bottom of the screen while the camera is zoomed in to the closest method, and then moving forward until the plant is off-camera, but the [[HUD#Health wheel|health wheel]] is still visible – the wheel will blink rapidly. | ||
The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will not change color while off-camera, and [[fire geyser]]s freeze their animations until they are on-camera again.{{cite youtube|JPjVtCP4Sww|showing how controlling the camera manipulates fire geysers|published={{date|6|April|2020}}|retrieved={{date|7|April|2020}}}} | The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will not change color while off-camera, and [[fire geyser]]s freeze their animations until they are on-camera again.{{cite youtube|JPjVtCP4Sww|showing how controlling the camera manipulates fire geysers|published={{date|6|April|2020}}|retrieved={{date|7|April|2020}}}} | ||
In ''Pikmin 2'', [[bomb rock]]s in a cluster that blow up off-screen will not ignite the neighboring bomb rocks. Fire geysers work like in ''Pikmin'', and [[electrical wire]]s will finish their zapping sequence and then stay idle until they are visible again. | In ''Pikmin 2'', [[bomb rock]]s in a cluster that blow up off-screen will not ignite the neighboring bomb rocks. Fire geysers work like in ''Pikmin'', and [[electrical wire]]s will finish their zapping sequence and then stay idle until they are visible again. In addition, the following enemies will always be fully functional, even if off-camera: | ||
* [[Breadbug]] | * [[Breadbug]] | ||
* [[Bulbmin]] | * [[Bulbmin]] | ||
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In ''Pikmin 3'', whether an object is in the view of the camera or not does not impact how it is processed. | In ''Pikmin 3'', whether an object is in the view of the camera or not does not impact how it is processed. | ||
==Details== | ==Details== | ||
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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 {{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}}, ''Pikmin 3 | 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}} | {{clear}} | ||
===Room transitions=== | ===Room transitions=== | ||
In {{p3}}, when the player | In {{p3}}, when the player goes to a different section of an [[area]] (e.g. going from the outside area to a cave), the game will go through an {{w|iris shot|iris out}} transition, and then an iris in transition in the new section. | ||
At the new section of the area, the camera will be facing the leaders from the front at a high angle and slightly to the side. After a brief moment, it quickly moves to end up behind the leader like in normal gameplay – this happens when the leaders stop moving forward by themselves and the player regains control. This camera movement happens in most room transitions, unless the room has a fixed camera or an obstruction that would prevent a good view from the front or back. When the current leader is moving with [[Go Here!]], this camera movement will not happen. In {{p3d}}, almost all camera movement in room transitions is removed, and the camera will be behind the leaders from the beginning in those cases. | |||
==Gallery== | ==Gallery== |