This week Klepto underwent a slew of minor changes to improve the game’s quality of life. Improvements this week include:
The camera autorotation was challenging to get right but arguably yielded the biggest improvement to the game’s quality. The need for auto rotation arose from observing the people playing with controller during playtests. Unlike while using the mouse, many players found it hard to move the camera while performing actions such as jumping. I had some code from when I attempted autorotation before but I improved it to make it smoother. I revisited Jak 3, Ratchet and Clank 2 & Sly 2 to analyse the nuances of their camera systems. They all behaved similarly, the auto rotation was almost always occurring but it was slow to give the player enough time to counter its effects on the movement direction. Additionally, if the player ran directly towards the camera, the camera would not autorotate. This prevents the player from running in circles as the camera attempts to move behind the player. I replicated these features into my camera system. The autorotation while grappling required more thought. The closest example was Ratchet and Clank but that game does not have grappling sequences as expansive as ours. Additionally, there is only one way you need to go while grappling, there's no need to choose your swing direction. The auto camera rotation in those games appears to work by pointing the camera towards the next grapple point when you connect to a grapple point. I implemented a system whereby a child transform of the grapple point can be aimed at the next grapple in the sequence. When the player attaches to the first grapple, their camera will automatically be rotated towards the next grapple point. Of course, if the player moves the camera manually, autorotation will temporarily be ignored. In certain sections of our levels, the player needs to chose where they want to grapple to. To accommodate for this, that child transform described before can simply be set inactive and auto rotation for that particular grapple will be disabled.
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