Player Camera Design - AlexisBliesener/Bewitched GitHub Wiki
Overview
The camera will follow the player around, somewhat over the shoulder and slightly offset. The default will be on the right hand side of the witch, but will move around to not be blocked by obstacles. There will also be a crosshair in the player's vision, so they know what they are looking at and targeting. It can start simple, but a more sophisticated one might be in the picture down the line.
Positioning
- The camera will be at slightly above the witch's head and slightly canted off to the right.
- About 3-4 units back to start, so that the player can see enough around the witch so it's not obscuring.
- Roughly about a 60 degrees for field of view
Movement
- Player will move around the camera with either mouse movement or the right analog stick.
- The camera will sort of lerp behind the player, giving a sense of speed, but never leaving roughly 1 unit farther than it's normal resting spot.
- The camera will not accelerate or decelerate when just looking around, only the lerp for movement from the player should be a thing.
- We want the camera to feel responsive, as the game should also feel very responsive.
Reactivity
- If the camera were to hit a wall or object, it will flip to the opposite side of the witch until the object is no longer blocking the view of the camera. I think this can be done with a ray cast that shoots out to about where the witch model is, and move if anything gets in the way I believe.
- When a player possess a new enemy, the camera should lerp to the same relative position behind the enemy just taken over, giving a sense of flying into their perspective.
- The crosshair should also light up when an enemy is within range of being possessed, to allow the player to quickly know if they have a viable target or not. Should only change colors if the ability is also off of cooldown.