Ich habe ein Raumschiff und eine "Boost" -Funktion, die mein Raumschiff beschleunigt. Welche Effekte sollte ich implementieren, um den Eindruck einer hohen Geschwindigkeit zu erwecken?
Ich dachte daran, alles außer meinem Raumschiff verschwommen zu machen, aber ich denke, es würde etwas fehlen. Irgendwelche Ideen?
Btw. Ich arbeite in XNA C #, aber wenn Sie nicht mit XNA vertraut sind, ist es immer noch nützlich, einige Effekte zu beschreiben.
Das Spiel ist 3D und ich habe einige Druckbildschirme des Spiels angehängt
Dies ist im normalen Modus (kein Boost)
und hier ist der verstärkte Modus (das Fahrzeug beschleunigt vorwärts, während die Kamera in ihrer normalen Geschwindigkeit beschleunigt, die nicht verstärkte Geschwindigkeit)
xna
graphic-effects
Alex
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Antworten:
Here are some suggestions:
Update: If the look of your game allows it, you could also consider adding some speed-lines. Either at the back of your ship or as an overlay (maybe white lines) to your background-scene.
Follow-up: When writing my initial answer I was thinking about a side-scrolling game, but most of the effects can still be applied to the "follower-perspective" you chose. As mentioned by others, motion-blur is a good idea. Use a radial motion-blur, as in this example image. Instead of keeping your camera at the "normal" speed and increasing the speed of your spaceship, you could increase the camera FOV which will result in a better speed-impression. Use a trail or radial speed lines to further enhance your effect.
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I'll just add one thing which wasn't said here: motion blur
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My 2 cents, some of it has already been said but I'd like to make my answer coherent as I believe many of these points together would create a nice effect but just alone they don't do much to create the immersion:
Hope this helps.
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I kind of assume that you're talking about a 3rd person view here of the spaceship because of how you described your idea.
Just in case you have a first person view: Try the "pilot pushed back in his seat due to accelleration" look. ie. pulling the camera a bit away from the cockpit when the boost is triggered.
It might even be useful in a 3rd person setting too as you often need a bigger FOV when your speeds are higher (Like the camera in the top down GTA games).
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You could render the view distorted as given in actual reality by the theory of Special Relativity (you are moving fast then, right? Just remember you need to define an upper speed limit in your game then), see e.g. here.
I can't give you a good source reference atm however...
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To add on to Phil's suggestion about sound, take multiple approaches to it. You would combine multiple visual effects to achieve the sensation of speed, so do the same with sound.
Have a slight increase in volume to your thrusting sound, or crossfade to one that is more intense and "whooshy". If your collision is split into broad and narrow phase, raise an event when another object gets checked in narrow phase but doesn't actually hit. When this happens, play back a "whipping by"/Doppler effect sort of sound. You can vary it by shifting the pitch variance range upward as the difference between the velocity of the player and the velocity of the object increases.
Also kick your music up a notch, fade in a supplemental rhythm track (layered on top of your main music track). This isn't directly related to perceived speed of the player, but will help increase the emotional intensity, which is what you're after at the end of the day.
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Make everything else except your ship, act like it's in slow-motion. Even if everything moves at the same speed, but just animates slower. This will give the feeling that you have an increased rate, like adrenaline or something.
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Some suggestions
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Take a look at how Infinity Universe does it.
They have a big problem in that everything is to scale. That make any sense of speed to be almost non-existent right up to the moment when you arrive at the star/planet/moon/.
They have the best implementation of environmental speed lines I've seen.
They denote speed by making the ship look like its flying through a thin dust cloud. As the particles stream by the leave slight speed lines. When the ship is at rest the cloud is completely transparent.
Here is a video link demonstrating ship movement.
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