BrazilianJoe Posted September 2, 2014 Share Posted September 2, 2014 We have a few cutscenes during mission loading. We are on the Liset, then we fade out/in to the Lisets on 'warp space' during loading. Then we get another fade out/in to the 'Lisets Flying Towards Target' scene. Finally, we have the 'Tenno Drop' cutscene. It either drops from the Liset, or from a vent. Looking at these scenes, they are gorgeous. But they could be made awesomer by faking seamless transitions between them. There is the asset loading/unloading magic running behind the scenes. I can see thet if one scene start exactly where the other leaves off, with just a framebuffer copy being passed forward between scenes, the scene transitions can be faked as a seamless one. Stitching together all scenes: 1) Begin Mission Load The player is in the navigation screen, the mission is starting. instead of a fade to black, player input is disabled and the camera flies backwards and gets out of the ship, behind the Liset, on the exact position it is on warp space. The ship's engines fire and the ship 'warps'. The relative position of camera and ship would stay in place, and a shared would distort the background brightening it, as if the ship is entering void space, or warping, or going close to lightspeed. Whatever the explanation is, the background will be a bright blur and the ship will be in the same position of the 'mission loading' cutscene. As the cutscene loads, the background brightness would subsume and the 'warp waves' become visible. The Liset has then transitioned seamlessly to 'Loading'. As loading completes and the scene is ready to transition, Ordis would announce we are approaching the target, to get ready to land. Another flash would blur the background to make it indiscernible. 2) Loading to Arrival cutscene There is then the Arrival cutscene, where we see the Liset wisping around, zeroing to the target. The beginning of this cutscene would also be adjusted to have the camera in the same position of the loading screen, behind the Liset. The background flashbang would subsume, displaying outer space or atmosphere, and the camera would fast-fly to the position it occupies on the curernt cutscenes, and would display the Liset flying by. It would then fast-track back to the Liset and show it sideways, looking through the windshield. The camera would enter the Liset through the windshield, showing the player's kneeling Warframe from the side , the from the front, from a bottom-up point of view. This image would be kept for the 'Landing cutscene'. 3) Arrival to Landing transition The camera would start on the bottom-up view of the Warframe kneeling in the Liset. The Liset is supposed to have a 'drop pod' on its bottom. It somehow opens in the navigation room's floor, the Warframe holds on to the 'stickman cutout' on it, then it is rotated to the Liset's outside for the Warframe to be dropped at the beginning of the mission. We would see exactly how the Liset's bottom opens internally, the drop pod raises from it, the warframe holds onto it, and is lowered to the outside of the Liset. At this point the camera would fly to the outisde, probably through the windshield, show us that spanning view of the Liset and the warframe dropping to the ground, or to a ship's exterior, and smashing through a vent to invade it. And so the mission begins. Link to comment Share on other sites More sharing options...
Shion963 Posted September 2, 2014 Share Posted September 2, 2014 IIRC I saw a short clip of the Liset docking with the lower bay module our something like it, reversing into it slowly before docking. Could be the tail-end of a new exfiltration cutscene. Link to comment Share on other sites More sharing options...
Angius Posted September 2, 2014 Share Posted September 2, 2014 Yeah, and tons of "First DE made us use one more click to get to the arsenal, and then the mission loading times are even longer, because of their fancy transitions! WTF DE! I don't want immersion! I want functionality!" Link to comment Share on other sites More sharing options...
BrazilianJoe Posted September 2, 2014 Author Share Posted September 2, 2014 Yeah, and tons of "First DE made us use one more click to get to the arsenal, and then the mission loading times are even longer, because of their fancy transitions! WTF DE! I don't want immersion! I want functionality!" Haters gonna hate. No change will ever please everyone in such a large community. Seamless transitions are still cool. Link to comment Share on other sites More sharing options...
Kamikiri Posted September 2, 2014 Share Posted September 2, 2014 Well, if they could sneak in seamless transitions with a loadtime optimization, I don't think people would complain. Link to comment Share on other sites More sharing options...
BrazilianJoe Posted September 2, 2014 Author Share Posted September 2, 2014 They just have to pass forward a framebuffer from one scene to another and adjust the animations to match ends, it should be very very light on resources. Link to comment Share on other sites More sharing options...
noveltyhero Posted September 2, 2014 Share Posted September 2, 2014 The player controls can be not disabled for loading screens and still keep the powering up into warp speed, sorry I love flying my Liset around in loading screens, makes them less boring, kind of like rotating the model in Skyrim :D Link to comment Share on other sites More sharing options...
BrazilianJoe Posted September 2, 2014 Author Share Posted September 2, 2014 (edited) It would be disabled only for short sections just like it is now. When the camera fades to black from Navigation, input is halted. When the loading Lisets-on-warp show up, input resumes. Edited September 2, 2014 by BrazilianJoe Link to comment Share on other sites More sharing options...
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