5 years ago

Shop Talk


Greetings all,

Still working away on Flesh Of The Killer but not showing too much. So instead I figured I would write a quick post about how the camera works for these games, insofar that it does.

The default camera / movement setup has three parts:

  1. BB moves relative to the camera (rather than tank controls or similar).

  2. The camera has a basic script to always look at BB, with a slight delay.

  3. If the camera is a certain distance away from BB it will automatically move forward.

There are some obvious problems with how this can go in practice: if BB goes at right angles down a side corridor, the camera will first lose sight of her and then just clip through the wall when it tries to get closer. I'm not much of a coder, so my workarounds can just include things like arranging the corridors to be based around rounded corners rather than sharp ones, or having static cameras active for certain areas.

But as cheap and janky as this setup is, I do think it has some nice aspects. It's a bit more flexible than a completely static camera for exploring 3D areas, but is still restrictive enough that I can arrange certain shots in advance. It means not having to have a separate set of inputs for camera controls, hopefully keeping things simpler (and as someone with a bit of RSI I'm happy not to have to keep moving a mouse around as well). And I like the slippery feeling of the slight delay as the camera follows you and tracks around - I always feel like there's more of a sense of space when the player character isn't always just locked to a set location in the middle of the screen.

***

Anyway, that stuff aside the new game continues going OK. In this screen you can catch sight of some new characters, here representing the three art school categories of Nerd, Himbo and Criminal.

Peace.....



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