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Devlog Three: Rotating the camera

  • Harry Newton
  • Apr 19, 2020
  • 1 min read

We were further tasked with creating a smooth follow camera that can rotate around the player in 90 degree intervals. To achieve this, I forced an empty object, Rotate Point, to follow the player continuously.

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Using this point I rotated the player camera around the points position at a predetermined offset by adding or subtracting 90 degrees from the current rotation angle on the press of the left and right bumpers on the controller.

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Using the tools I created, I can determine an offset the camera can have from the player - allowing for multiple different angles and perspectives if I chose to do so. Additionally, I was able to determine the speed at which the rotation occurs, meaning the camera can have a nice, slow, cinematic rotation or a quicker, snappier one for more fast paced gameplay.

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Due to the issues I had with the character's rotation earlier on in Devlog One, I also forced the players rotation to be the camera's forward direction. This allowed me to rotate the player using this method. Unfortunately, this is quite a stiff workaround and the player controller feels quite limited by this, but I was unable to fix it in the time I had.

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Implementing the camera was relatively simple and allowed for the desired effect to occur smoothly and without bugs or faults.


In future I would likely have added some smoothing to the camera's follow movements to make it feel more dynamic and 'floaty' and less like its attached to the player with a pole.

 
 
 

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