Battle Presentation & Camera - FatherNoTimeGames/JRPG-Classless GitHub Wiki
Battle Presentation & Camera
Current Direction
The battle presentation target is a 3D diorama battle stage with camera presets.
The first version should use toggleable camera presets.
Expected presets may include:
- Classic side view.
- Over-the-shoulder party view.
- Diorama angled view.
- Boss-specific framing.
Screen Orientation Consideration
Because sensor-based rotation is allowed, battle presentation must consider both portrait and landscape framing.
Possible approach:
- Portrait uses a more vertical battle framing.
- Landscape uses a wider battle framing.
- Camera presets may differ by orientation.
Open question:
- Should battle camera presets be orientation-specific?
Long-Term Camera Goal
Long-term, the desired option is a rotatable camera, while preserving the original preset angles.
Possible evolution path:
- Locked preset cameras.
- Toggleable presets.
- Limited rotation around a diorama.
- Full or semi-free rotation with collision/occlusion handling.
Safe Room and Hub Camera
Safe room and hub presentation are likely fine being static.
Optional later polish:
- Rotatable character preview.
- Preset camera views for equipment inspection.
- Turntable character view.
These are low priority.
Camera Control Concerns
A freely rotatable camera affects:
- Target selection.
- UI readability.
- Animation framing.
- VFX visibility.
- Arena art completeness.
- Camera collision/occlusion.
- Controller/mouse input.
Therefore, preset-toggle cameras are the safer first implementation.
Related pages: