We tried a couple different solutions to this, including:
- finding how far down the player had pulled the camera, after hitting an object. Using that distance to find the position along the object
- Simply pulling the camera closer, whenever we were hitting an object
Here's an image of the camera, as it intersects the platform below the player. It is closer than the standard camera distance, and still clearly placed the player in an unobstructed view (as you can see from the white lines that show the camera's view). This method is also REALLY smooth. The previous methods were causing some large jittering as we moved the camera forward and back, trying to place it in just the right location for where we were hitting objects. Doing the raycast gives us an exact point to place the camera (or a very close point, some optimizations will still need to be done to avoid clipping against the platform).
We have written up some goals for tomorrow:
- Camera Polishing
- Character Opacity - make the character become transparent as the camera get's close to it
- Platform Clipping - place the camera slightly above the raycast hit position for collisions
- Gravity
- right now, it seems like the player falls too slow
- also, listen to the John Mayer song while doing this
- Ability Activation (basically placeholder right now)
- Tighten character movement controls
- Player Settings - store the data for this, don't actually make settings changeable yet
No comments:
Post a Comment