Dec 3rd Update

 Camera testing this week. I think I found a targeting camera that works or at least it doesn't make me dizzy. I get dizzy from some first person games so I guess that's a good test. Still going to need to get more feedback though.  The new animations mentioned in the last post have not been imported yet, so everything's still old n janky.

This camera had a few things that I had to keep in mind.

1. It had to keep the enemy and player in view at all times. 

2. if the player dashes or the enemy dashes, the camera should not immediately swap to another view just to make sure the camera is "behind the player" again. This was the most frequent issue with the old targeting system.

3. when the player circles the enemy, the camera rotation shouldn't be too fast but that's only when the player is close (since the interpolation is much faster for something close)

I basically took the basic targeting camera (which is always behind the player's position and looking at the enemy position) and adjusted it by distance to have different behaviors. So when the player is up close to the enemy, the camera has more of a behavior of looking at things from the side. This way when the player dashes or does fast movement that might take them behind the enemy, the camera barely moves when close. When far away, its nicer for the player to be able to see things head on (in case the enemy throws homing projectiles at them) so the camera is biased towards being behind the player.


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