More work on camera control

I ripped out most of the guts of the camera system today and started thinking seriously about how I want it to work, especially for instances when the character’s vertical position on the screen changes during a transition between rooms. I’ve got it looking a lot better, with one major hiccup still remaining.

At the end of the video above, you can see the problem: when the character enters a room where the camera position is no longer constrained by a floor, his vertical position causes the camera to immediately pan downward. Obviously this is jarring. I have a couple ideas on how to fix it.

  • Smoothly pan from the initial vertical position to the lower one. Easy enough, but would likely involve changing the camera system from immediately panning when the character steps outside a box in the center of the screen to a goal-based system where it’s always trying to align itself with a target. Might be worth trying just to see what it’s like.
  • Lock the camera’s Y position until the character jumps or falls, then do the above.

I have a feeling there are a whole host of camera issues for me to deal with that I haven’t even imagined yet, so count on this topic coming up again frequently.

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