This week I managed to create a basic third camera setup and our character prototype Adam.
You should already know about Adam, in this video he is running inside a test scene in order to test the freshly written camera script. Thank you Adam!
I choosed to not allow the player to rotate the camera "up&down" (X axis rotation) but only "horizontally" (Y axis rotation). Some people will dislike this behavior for sure but I'm going to sacrifice some features in order to create a nice camera: too many times I got frustrated by the poor third camera movement used in games. Yeah, I know..it's not easy. My choice is to remove some direct control from the user and let the game decide, anticipating what the player will want to see. For example the camera right now is lowering the height and distance from the player when hitting walls too often. Another example of a future implementation is to correct the point of view when the player is moving thru stairs.
Current controls are:
As always..it's still not perfect and I will continue working on it. Have you any suggestion or reference to create the best camera setup ever? ;)
Receive blog updates via email