In an attempt to adapt this game to two dimensions, the camera will obviously need to work a bit differently. As such, there are three different modes you can toggle in the settings depending on what suits you best.
LOCKED: The camera follows you precisely, no view bobbing or interpolation. Might help with accuracy aiming at blocks, mobs, and other players.
PASSIVE: The camera I've been using for previous footage; it follows your movements from behind smoothly, with added view bobbing.
ACTIVE: Very similar to passive, however it will move in front of you to show you much more clearly where you're going. Might help for parkour, and will especially help on sites without a widescreen stage.
I took a lot of notes from Final Hours (another project I'm working on) and Spyro for this.
Ideally I want to trim this down to two options, but there's a couple things I would need to do in order to justify removing any of the camera options:
Resolve player selector accuracy when moving. I already have an idea on how to do this, I may draw a diagram and get your feedback on it.
Make the transition from PASSIVE to ACTIVE bound to an input as opposed to a setting. If you're running from a mob, for example, you could press "c" or something to see where you're running, and release to go back to PASSIVE.
Make sure one of the remaining options doesn't make players feel sick. Paper Minecraft does that a bit.












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