View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028320 | Heart Of The Machine | GUI | May 21, 2024 6:56 pm | Jun 23, 2024 11:38 am | |
Reporter | Cyborg | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.511 The Monday Crew | ||||
Summary | 0028320: When recruiting android, the screen jumps and swivels | ||||
Description | I can't see what I recruited until I zoom out and look in the forces list. Consider a different presentation animation (tracking beam, sparkles,) or just not moving at all. There are a couple situations where the screen is jumping around, and I think it would be better if that was not so disorienting and jumpy. Especially if you are acting within your ability area, it doesn't need to change my point of reference. It could just be some other way of highlighting the new unit. Right now, I have to reorient the camera quite a lot. | ||||
Tags | No tags attached. | ||||
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The camera never ever ever is rotated without you being the one to do it. There isn't even any code for that. When a new unit is selected, it centers you on them, quickly. If they are behind something, you are correct that you need to reorient the view, and that's going to be a common need. If you recruit an android, then it's moving the camera over to where you moved your unit, perhaps. But it's not going to swivel. Not having the screen jump to a thing you just clicked is reasonable. Since obviously the thing you clicked is on screen. I'd need a repro case of that actually happening, though; I'm not sure which kind of recruitment you mean. The kind through streetsense I thought already behaved that way. The kind where you produce a new unit from your own structure does center on them, but it's right next to where you were, so the camera movement is is probably small. I'm not sure exactly what cases you're talking about, basically. |
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I'm attaching a before and after a turn. I did not move the camera at all. The game did it by itself. Maybe the swiveling is actually a zooming effect. I'm looking at the two images, and the second one looks a lot closer. This is a mild example, I have been in some combat situations where is a lot more sudden. |
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it looks to me like it zoomed in on the unit that killed your tower |
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Wait -- you're talking about ending a turn? It moves the camera (never rotates, though) to things of note. You said that when you recruited an android, it moves the camera. I tested that in the prologue and it does not. I suspect when you get an android out of an android chamber, it does move the camera, but I didn't check. When it's taking you to look at things that npcs did after a turn change, the camera moves once per time you hit spacebar, and it shows how many more units it wants to show you stuff about. I didn't mean the camera never moves on its own. But it's always prompted by either the turn just having change (one move), or you hitting spacebar to see the next set of npc actions after a turn (one move), or the selected unit changing (one move). |
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Going to retest the prologue with the evil scenario. I'm thinking there is more than one case where this camera switching is happening. |
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I did make this adjustment in the next build, as an aside: * The camera is now more deliberate about making only one movement (usually) when focusing on an npc that is moving. ** Before, if the camera moved to an npc that was going to move, then it would move to their starting spot, and then they would move over 1 second, and then the camera would move again. Now it moves to their destination spot right off. |
Date Modified | Username | Field | Change |
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May 21, 2024 6:56 pm | Cyborg | New Issue | |
May 21, 2024 7:30 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 21, 2024 7:30 pm | Chris_McElligottPark | Status | new => feedback |
May 21, 2024 7:30 pm | Chris_McElligottPark | Note Added: 0068453 | |
May 21, 2024 9:23 pm | Cyborg | Note Added: 0068472 | |
May 21, 2024 9:23 pm | Cyborg | File Added: jumping.7z | |
May 21, 2024 9:27 pm | relmz32 | Note Added: 0068473 | |
May 21, 2024 9:32 pm | Chris_McElligottPark | Note Added: 0068476 | |
May 21, 2024 9:37 pm | Cyborg | Note Added: 0068479 | |
May 22, 2024 11:24 pm | Chris_McElligottPark | Note Added: 0068534 | |
Jun 23, 2024 11:38 am | Chris_McElligottPark | Status | feedback => resolved |
Jun 23, 2024 11:38 am | Chris_McElligottPark | Resolution | open => fixed |