I thought I’d stop by and make a suggestion regarding current Machinima settings. For one, I’m not sure if it’s intentional or not but the view button to bring up the scoreboard cancels out of a zoom-in effect when manipulating the camera, which I’d like to see fixed.
The suggestion I’d like to bring in to the game would be to allow the camera to be controlled by a second controller on the same console. Split-screen may have been cut, but having some functionality with two controllers would be greatly appreciated. Wouldn’t want to limit the player to having to switch constantly back and forth between being an actor and a camera man, so allowing for a second player to fill the role would be great. This also means you can have the full 16 in-game players to go about their activities. If possible to stretch it even further, every player amongst those 16 can have their own, personal camera man in Player 2, thus boosting the presence from 17 (16 + Cameraman) to 32.
What do you folks make of this suggestion?
It also makes room for new ideas as well for new game types, now that I think about it.
Imagine that Player 2 on the system could break out of Player 1’s perspective as the active camera and help guide said player through a maze within a set time limit through visual aid.
Another suggestion I’d like to add would be the inclusion of a chroma skybox. Whilst the chroma blocks are handy to have, they’re still effected by the lighting as circular shadows cast themselves over the surface, rendering them as imperfect. While it may be considered an eyesore to some, I firmly believe having the ability to set the skybox - at least on Parallax - to a chroma key which you could then adjust the colour variation of would be greatly helpful to have. If this is outside of what’s possible, could the chroma key blocks at least have the added setting of maintaining a set colour and brightness with zero impact from natural map light sources?
Through a bit of experimenting I’ve discovered that you can remove the patchy-slodgeyness of lighting effects on chroma blocks by surrounding the encompassing area in a solid block of walls preventing map lighting from entering in. From there, create a cube for your chroma area in two layers - one for your chroma blocks and another for invisble blockers for you to stand on if you wish to do this inside of the cube.