![]() ![]() When the character enters this zone, the camera pans according to the offset in the trigger. ![]() In the level editor I can define a trigger area along with a 2D vector. The first new feature we added was an offset zone. The panning speed has been reduced too, both these changes have really improved the camera motion. The camera now only pans to look ahead if it detects Mos is running in a new direction and has exceeded a small bounding box in the centre of the screen. This has greatly reduced unnecessary motion and is less confusing for the player. We spent a lot of time refining the new camera, solved some old problems and added some new features too.įirst off, we fixed the vertical following algorithm, now the camera only tracks mos on the Y axis if she gets too close to the top or bottom of the screen, or if she has changed Y position and has landed on something solid. Having look ahead in a platform game can be really useful if done properly, but this was too sensitive and quick, simply changing the character direction would make the screen swing to favour the direction the character was facing. ![]() The look-ahead algorithm was too extreme.Mos has to jump around a lot, and with every jump the camera would bounce around and keep her exactly in the centre of the screen, this made for a lot of fast camera motion and looked way too frantic. It tracked the Y position of the player exactly.There were two main problems with that camera. It was pretty primitive and I think it was something players weren't too impressed with either. In Mos 1, one of the things I was never really happy with was the camera. ![]()
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