tomster785
Member
I'm making a top down game that the concept for is essentially just "breakout with a story mode", silly, over the top, but I think has the potential to be a lot of fun so long as I get it right. Now, I'm still in the early stages and before I start thinking about enemies, hazards on other stuff like that. I want to make sure I've got the basics of movement and control down. Right now, I'm working on the camera, and I'm just not sure how to go with it. My current attempt is to lock the camera to a different position based on the balls angle. But I don't really like that because the camera moves too much and if you're in a tight space where the ball bounces like crazy it's nauseating to be honest. I tried easing the camera to a desired position based on the ball's angle and position, but that doesn't feel too good either for reasons I can't put into words tbh haha.
So I'm here asking for any thoughts on the matter. I'm going to have a mixture of open spaces with a lot of room and fairly cramped spaces too that are about manoeuvrability. You'll be able to control your speed to some extent with a boost or a dash feature of some kind (I'm going to experiment with the particulars when I get there) as well as a brake, you'll be able to adjust your angle either through a charged boost enabling up to a 90 degree turn in one go, or fine tuning your angle over time by holding the buttons (not sure which yet either, maybe both). Both anti-clockwise and clockwise buttons at the same time will allow a 180 turn. So there will be control over where you go, it's not just relying on paddles. I want the camera to show as much as possible, but I don't want it to move or change direction unless it has to so you can easily make micro-adjustments without getting motion sickness. My attempt with locking the desired camera position based on player angle (although atm the camera is locked to 8 angles only, whereas the ball can move in all 360 degrees which may be part of the problem) was to achieve that, but I think it moves too much and at the same time doesn't feel responsive or dynamic enough either. I know that sounds like a contradiction, but it's just so rigid the way it is right now. I just realised that it would probably be very helpful for me to upload a demo tbh, it's just a test room essentially right now, so I'll make a small level to demonstrate it and edit this post later with a link.
Anyway, a free moving camera for a top down game that follows a continuously moving ball that can travel in any direction with player control to manipulate speed and angle, the level sections can either be open and spacious to explore a bit or corridors with obstacles in them to challenge your skill. How would you go about designing the camera behaviour? I can't think of any similar games to compare to, I looked at ALTTP's camera, didn't fit right, my game has way more motion involved. I tried Enter the Gungeon, that's based on crosshair position relative to player position, my breakout clone with a story mode doesn't have a crosshair. Although it did make me think about having the camera be player controlled, but I think that'll likely restrict button presses on a controller and just be annoying.
I'm really at a loss here, I've been scratching my head about it all day and I can't think of a good answer. I was hoping new perspectives might be helpful or at the very least get me thinking in a different way somehow.
So I'm here asking for any thoughts on the matter. I'm going to have a mixture of open spaces with a lot of room and fairly cramped spaces too that are about manoeuvrability. You'll be able to control your speed to some extent with a boost or a dash feature of some kind (I'm going to experiment with the particulars when I get there) as well as a brake, you'll be able to adjust your angle either through a charged boost enabling up to a 90 degree turn in one go, or fine tuning your angle over time by holding the buttons (not sure which yet either, maybe both). Both anti-clockwise and clockwise buttons at the same time will allow a 180 turn. So there will be control over where you go, it's not just relying on paddles. I want the camera to show as much as possible, but I don't want it to move or change direction unless it has to so you can easily make micro-adjustments without getting motion sickness. My attempt with locking the desired camera position based on player angle (although atm the camera is locked to 8 angles only, whereas the ball can move in all 360 degrees which may be part of the problem) was to achieve that, but I think it moves too much and at the same time doesn't feel responsive or dynamic enough either. I know that sounds like a contradiction, but it's just so rigid the way it is right now. I just realised that it would probably be very helpful for me to upload a demo tbh, it's just a test room essentially right now, so I'll make a small level to demonstrate it and edit this post later with a link.
Anyway, a free moving camera for a top down game that follows a continuously moving ball that can travel in any direction with player control to manipulate speed and angle, the level sections can either be open and spacious to explore a bit or corridors with obstacles in them to challenge your skill. How would you go about designing the camera behaviour? I can't think of any similar games to compare to, I looked at ALTTP's camera, didn't fit right, my game has way more motion involved. I tried Enter the Gungeon, that's based on crosshair position relative to player position, my breakout clone with a story mode doesn't have a crosshair. Although it did make me think about having the camera be player controlled, but I think that'll likely restrict button presses on a controller and just be annoying.
I'm really at a loss here, I've been scratching my head about it all day and I can't think of a good answer. I was hoping new perspectives might be helpful or at the very least get me thinking in a different way somehow.