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I had this idea for a 4-player dynamic splitscreen setup. Not sure if it's better than a traditional splitscreen setup, but I like the fact that you can see the relative locations of other players visually. Might write a blog post about this! #godot #gamedev

722,614 просмотров • 5 месяцев назад •via X (Twitter)

Комментарии: 55

Фото профиля Durante
Durante5 месяцев назад

really interesting, the snap off when the players get too close feels wrong but there’s something here. i think the lines maybe need to be dynamic thickness or something hard to picture

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Definitely agree. I noticed that line thickness corresponding to distance is something that's often done with the 2-player setups I've seen, and I need to see if I can make the transition less sudden.

Фото профиля Mark Daoust
Mark Daoust5 месяцев назад

@dante_eats It feels like the “snap” would be less jarring if you kept it at 4 cells and just did the union of the nearby cell shapes instead of switching to a different number of cells. But part of the snap also comes from the speed difference.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

@dante_eats Yep, totally agree – I later on found that some else had made a Unity plugin that does exactly that and it makes the transitions much smoother, so I might steal the idea.

Фото профиля foby tox 🇬🇧🇯🇵
foby tox 🇬🇧🇯🇵5 месяцев назад

cool experiment, looks great and a really smart idea, but i think id get motion sick if i played a game with this

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

@updog_osaka Thanks! Definitely agree, I think that this is a drawback of this approach. I'll try to see if I can mitigate it with a deadzone or sorts; but I think that this would work best on slower-paced games where it's expected that players will often be far apart, like survival games.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

@updog_osaka Alternately, this could be embraced into something like a party game, where it's already expected that chaos is part of the fun.

Фото профиля Nuance
Nuance5 месяцев назад

I think if you could change the color of the split, scale the alpha to zero as the splits are closer to merging, or darker colors = further away, something like that could provide some visual feedback to the players that might help alleviate the spacial confusion.

Фото профиля Patrick O'Shea
Patrick O'Shea5 месяцев назад

Some Lego games do this better than others; I would definitely play/study them for the “feel” of when to snap and combine and when to split again. That hysteresis is the key.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Totally. I couldn't figure out how to smoothly transition the split, it's very natural in the LEGO games. What I might do is try to figure out when two cells are close to merging, then slowly move the cameras towards the midpoint of those cells.

Фото профиля Patrick O'Shea
Patrick O'Shea5 месяцев назад

t’s frustrating on the split side, too. It can easily hold out too long to split, and easily spilt aggressively too soon. Best of luck!

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Thanks!

Фото профиля Gustavo Chico | Clovelt
Gustavo Chico | Clovelt5 месяцев назад

Some blending when the segments merge and it's perfect.

Фото профиля Nuance
Nuance5 месяцев назад

You had this idea or you saw the GDC talk about the lego games? Even in their implementation I thought it was too confusing and chaotic, even with only 2 players. It's too hard to tell where things are in relation to everything else. Just zoom/pan the camera and work within those constraints. Whatever this buys you isn't worth it imo.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Never saw that conference, will need to watch it! I just saw similar 2-player setups and figured that I could try making a 4-player version. Zooming out only works if the map isn't too large. You could argue that in this case, a traditional 4-rectangle setup would also work.

Фото профиля Tom Kiwi
Tom Kiwi5 месяцев назад

Some of the old Lego games do this for local multiplayer actually, but it usually ends up being quite a nuisance, You’re often losing a lot of information and it can be really disorienting to keep your eyes on your constantly shifting view

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

(Grass tileset is courtesy of @KenneyNL)

Фото профиля Donwids
Donwids5 месяцев назад

That's so smart!! I like it a lot, the snapping together tho it kinda disorients me for a sec. Great work tho!

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Thanks! Yes will definitely need to work on the snapping!

Фото профиля Miki Naz 🐔
Miki Naz 🐔5 месяцев назад

Cool idea but constantly changing field of vision would be really annoying. Like the Blue one in this moment has 0 visibility up and down.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Yeah, this is one the flaws of this method. Right now the algorithm tries to make every zone about the same area, but that means that super large rectangles like these are also valid shapes (1x4 rect is the same area as 2x2). I wonder if there's a better criteria than just area?

Фото профиля Lennart
Lennart5 месяцев назад

@mikinazz Yes, you can add ratio constraints. That's what I do with my voronoi charts. And what you have here is voronoi.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

@mikinazz Oh, curious, what do you mean by ratio constraints?

Фото профиля mu
mu5 месяцев назад

You reminded me of this:

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Oh neat! Quite an interesting read. Cool to see that I wasn't the first to notice the link with voronoi.

Фото профиля Todd
Todd5 месяцев назад

This is an amazing concept. Before reading your post, I assumed you were showing relative position - and you were. So you've got an extremely intuitive design. :)

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Thanks! Yes, I like that this setup doesn't require offscreen indicators or minimaps; you can very easily tell where others are relative to you. I also need to add some way to tell distance!

Фото профиля actual danger to society
actual danger to society5 месяцев назад

I think conceptually its neat but the constantly moving borders I find visually overstimulating, my brain struggles to follow the character. Maybe a "spotlight" style so the camera's view stays mostly static until it merges might work? Would also be stylish depending on the game

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Yup definitely something to explore. I was thinking of adding some sort of deadzone, that could help with the constantly moving zones.

Фото профиля Jon Barron
Jon Barron5 месяцев назад

This is super cool, and I got very fixated on it. My intuition about voronoi tessellations is that this can't actually preserve the "the direction you shoot at in your own cell is the true direction in real space" property you'd want when the number of players is large. An easy proof by contradiction is that when the number of cells increases (because one character moves far away from another) you see a "pop" in the location of *both* characters on screen, and the angle of the lines between each character seem to be *different*, which means it was either wrong before or after the pop (or both). Or maybe simpler: if you have 3 characters in a 2 vs 1 configuration, it should be impossible to have a bisection that preserves this aiming property because 1) you necessarily must have only 1 line separating the 2 characters from the other 1, and 2) for the property to hold, the bisecting line must be perpendicular to the true aim-vector for *both* of the 2 characters sharing a cell, and I think this is only possible if character A in the 2-character cell lies along the same line as character B in the cell. The tessellation I think you want is something like: draw a line between each character, enforce that each edge of the tessellation is perpendicular to that line, then solve for where exactly to place the edge along that line to maximize isotropy of the subdivided spaces. This is a really fun math problem. Probably LLM-able. I bet solving it exactly requires coming up with a novel kind of tessellation, and would require carefully thinking about not only where to cut space, but also where to place each character within its cell. Might not be possible when n gets really large even if you're very clever. But super cool thing to think about.

Фото профиля Saurs
Saurs5 месяцев назад

Make the transitions smoother and it'll be good. Make the lines adjust thickness dynamically too like Renegade ops does as one and another slowly merge.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Totally agreed!

Фото профиля Tim Bauer
Tim Bauer5 месяцев назад

Maybe not ideal for competitive games, but this would be fantastic for co-op campaigns. Dungeon crawlers or roguelikes immediately come to mind.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Yup, agree that it's less idea for competitive but co-op campains could definitely be a good application. I could see this working out in a game like Minecraft Dungeons (or Diablo). Chaotic party games are also another good application.

Фото профиля Albert Kenski
Albert Kenski5 месяцев назад

reminds me of the camera in some lego games, where it rotates up or down like this but in 3d

Фото профиля GEIST_COMM_GAMES
GEIST_COMM_GAMES5 месяцев назад

There's DEFINITELY something here but the current state is too dynamic to comfortably track with your eyes. I think with a few iterations it could be great but honestly if I played a game that had this as the split-screen camera I would lightly complain and then enjoy the game.

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Yup, I need to explore what I can do about motion sickness. Fixing the popping will help, maybe having deadzones will help too. But as you said, I wonder if it's not something that you could get used to over time.

Фото профиля Baros 🗡💀 Wishlist Curses & Daggers
Baros 🗡💀 Wishlist Curses & Daggers5 месяцев назад

this is so dope, I always thought if something like this was possible. I wanna see that blog post!

Фото профиля Yolwoocle · Léo Bernard 曹宇
Yolwoocle · Léo Bernard 曹宇5 месяцев назад

Thank you very much! Working on it! 🙇‍♂️

Фото профиля Spathi
Spathi5 месяцев назад

This looks amazing if you want to play games with friends and also get a massive headache

Фото профиля matthew scullino
matthew scullino5 месяцев назад

I really like this! I think it shouldn’t be a sudden snap when players enter each other’s space, feels rather disorienting - especially since every player’s ‘viewport’ changes too. If you can find a way to make the transition smoother, I would prefer this to normal split screen.

Фото профиля Cookie
Cookie5 месяцев назад

that looks cool as hell and could be used for puzzles (make a symbol usin gthe screen borders) but it looks so much more confusing than regular split screen

Фото профиля felix - comms soon(🐔👔)
felix - comms soon(🐔👔)5 месяцев назад

thats a cool idea. does look fun! would like to see this more explored for different kind of games

Фото профиля Albert Latham
Albert Latham5 месяцев назад

When I was young I had such a hard time with split screens because there was so much going on. I still have trouble with stuff like SSB and things like it. I don't know if this would help or not. I love the concept, though, for local coop! Especially the color coded borders!

Фото профиля S F
S F5 месяцев назад

It's a Voronoi diagram. Lego LOTR did something similar IIRC, though they used a fade instead of a 'pop', which I find easier to visually track.

Фото профиля Blixt
Blixt5 месяцев назад

Very cool! With this you probably have the data to produce a lens warp effect where the world is squished rather than cut along the edges between the players? Then you can see the whole level at once! (more or less lol)

Фото профиля Jacob
Jacob5 месяцев назад

Great idea but I’d make the zone merging less jumpy

Фото профиля Shane Chaffin
Shane Chaffin5 месяцев назад

Would be perfect for something like Toejam and Earl

Фото профиля Shiro
Shiro5 месяцев назад

idk... it's a COOL idea, but it'd probably be WAY too disorienting, I already get disoriented playing any games with more than one player on the screen at a time, regular split-screen is perfectly fine. would be fire if it were just an optional setting tho.

Фото профиля Nora Brooks
Nora Brooks5 месяцев назад

Reminds me of the voronoi split screen from this GDC

Фото профиля Marouen
Marouen5 месяцев назад

Biggest limitation is reduced field of vision. If you give someone half the screen it’s fair for everyone But look at some of these characters being so close to the line (fog of war 1m from them)

Фото профиля Chromated
Chromated5 месяцев назад

lmao i cant believe we have voronoi diagram splitscreens

Фото профиля Patience Exerciser
Patience Exerciser5 месяцев назад

instead of sharp insta redraw lines, make it cloud-like and poof-away when they combine

Фото профиля nyx
nyx5 месяцев назад

Needs some rework on the lines merge but the idea looks cool af

Фото профиля Brennan Wright
Brennan Wright5 месяцев назад

This is a super cool idea but I definitely feel like the transition needs to be smoother as you approach another player. It’s super jarring in its current state when players merge into one cell.

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