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IDProjectCategoryLast Update
0028320Heart Of The MachineGUIJun 23, 2024 11:38 am
ReporterCyborg Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.511 The Monday Crew 
Summary0028320: When recruiting android, the screen jumps and swivels
DescriptionI 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.
TagsNo tags attached.

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Chris_McElligottPark

May 21, 2024 7:30 pm

administrator   ~0068453

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.

Cyborg

May 21, 2024 9:23 pm

reporter   ~0068472

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.
jumping.7z (21,297,092 bytes)

relmz32

May 21, 2024 9:27 pm

reporter   ~0068473

it looks to me like it zoomed in on the unit that killed your tower

Chris_McElligottPark

May 21, 2024 9:32 pm

administrator   ~0068476

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).

Cyborg

May 21, 2024 9:37 pm

reporter   ~0068479

Going to retest the prologue with the evil scenario. I'm thinking there is more than one case where this camera switching is happening.

Chris_McElligottPark

May 22, 2024 11:24 pm

administrator   ~0068534

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.

Issue History

Date Modified Username Field Change
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