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Camera issues (not related to control scheme)

Posted: Fri Sep 09, 2016 9:08 pm
by amloessb
Everything here pertains to the camera in "Target Mode".

  • If you move the camera to look straight at the ground or straight at the sky, it spazzes out massively if you keep pushing it in that vertical direction. You could probably put an imperceptible dead zone at the top and bottom of its travel, so that it will hit there and stop.
  • Furniture and walls act as solid to the camera. If I bump into the couch, for example, the camera will end up zoomed in really close to the subject. Could the camera be allowed to pass through objects to enable the player to see the action from any angle?
Thanks!

Re: [A2v0.3.0] Camera issues (not related to control scheme)

Posted: Tue Sep 13, 2016 7:37 pm
by T3X
Yeah need to get around to fixing that first issue, should be getting to it soon.

As for the collision, I dunno, I want out of my way to make it like that because I thought it would reduce any frustrations of ending up inside geometry, but if people would prefer to just have free pathing through objects in the room I can do that instead.

Re: [A2v0.3.0] Camera issues (not related to control scheme)

Posted: Wed Sep 28, 2016 11:22 pm
by amloessb
Yeah, the passing through geometry is mostly a personal preference for me, but I like it because it means your camera doesn't suddenly end up somewhere you didn't want it to be if you hit something.

Maybe it would work better as a checkbox in the settings or an in-game toggle, in case some people like different schemes?