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Week #6: cameras, cameras, cameras


After experimentating with a top-down camera without controls, a top-down camera controlled by mouse and a third-person camera with orbit controls, we found that the majority of users don't like top-down cameras in stealth games, as they take the tension of not knowing all your surrounding.

The third-person camera was the clear winner. 


I started to implement a spherical rig for the camera, centered on the character's chest. The position on the rig of spherical camera can be controlled by the relative position of the mouse. The absolute position is connected to the player position.



I've created a different camera for dialogue scenes and for the crouching state. We found that different users like different level of sensitivity on mouse control, so it's important to implement the option of mouse sensitivity. 

In other news, this week we've been talking about the specific structure of the game, in order to make the gameplay loop flowcharts closer to the idea at this point in development. A new updated flowchart:





In the weekend I'll finish the gameplay loop for the final level which will be the social engineering level.

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