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===''Pikmin'' and ''Pikmin 2''===
===''Pikmin'' and ''Pikmin 2''===
{{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.
{{button|gc|l|wii|z|switch|zl}} 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 and Switch games. If the button is lightly or fully pressed, {{button|gc|stick|wii|stick|switch|lstick}} can also be used to rotate the camera manually. In order to rotate the camera without moving the leader, {{button|gc|stick|wii|stick|switch|lstick}} can be only partially tilted. The Switch ports also adds {{button|switch|rsticklr}} to rotate the camera without {{button|switch|zl}}.  


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.
By pressing/tilting {{button|gc|z|wii|padu|switch|rstickud}}, 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}} 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.
Pressing {{button|gc|r|wii|padlr|switch|zr}} 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}} 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.
In ''Pikmin 2'', {{button|gc|r|wii|padlr|switch|zr}} 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.}}
===''Pikmin 4''===
Unlike previous games, {{p4}} gives the player complete control over where the camera is with {{button|switch|rstick}} (there is no equivalent in single Joy-Con mode, meaning that a single Joy-Con cannot move the camera). The camera cannot be zoomed manually, but it automatically zooms out when the camera angle is high enough. {{button|switch|rstickclick}} resets the camera's vertical position (and, by extension, its zoom). Like previous games, {{button|switch|zl|switch|sl}} can be used to make the camera face the same direction as the leader.


==Impact on gameplay mechanics==
==Impact on gameplay mechanics==
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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.
In ''Pikmin'', Pikmin that are carrying something while off-camera will go up slopes slower than if they are on-camera.{{source needed}} Pikmin carrying ship parts will also be immune to flipping the part over and scattering when the part falls from a height.


==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}}, 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.
In {{npcp1}}, {{npcp2}}, ''Pikmin 3'', and ''Pikmin 4'', if a leader or Oatchi 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. Additionally, when riding on Oatchi's back with pikmin, the pikmin do not show up in the silhouette, making it seem like the player is riding without any.


{{clear}}
{{clear}}