View Issue Details

IDProjectCategoryLast Update
0004313Valley 1Gameplay IdeaOct 3, 2011 11:12 pm
ReporterSpork Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.507 
Fixed in Version0.514 
Summary0004313: Option to set camera focus to the mouse
DescriptionAt the moment it is very hard to see where you are aiming your spells while you are running away from a mob.

Why not make it so that the camera is set somewhere between the character and mouse position, as it is common practise in similar games?

This will especially make the boss fight more fun, since you will be able to see where they are and react to their attacks earlier.
TagsNo tags attached.
Internal WeightNew

Relationships

related to 0004240 closedChris_McElligottPark Too much ground (sometimes) 

Activities

tigersfan

Sep 29, 2011 5:48 pm

reporter   ~0014740

Doing this would be a HUGE drain on system resources, making the game run a lot slower (or not at all) on a lot of computers. You can use the TAB key to target enemies, and this will allow you to hit them even if you can't see them. :-)

Spork

Sep 29, 2011 5:53 pm

reporter   ~0014741

I know you can tab target enemies, but for some reason it does not work on my computer :/

Still, I can't see why it should drain any resources at all? I can already 'move' the camera by clicking 't', but in the direction the character is facing at the moment. Why is 'moving' the camera toward the position of the mouse more resource draining?

tigersfan

Sep 29, 2011 6:41 pm

reporter   ~0014751

Because the mouse is moving all the time, so there's a lot more to keep track of. When you say tab-targeting isn't working, what happens when you try it?

Spork

Sep 29, 2011 6:55 pm

reporter   ~0014752

Nothing happens when I click tab. But it works on my brothers computer.

I am sorry for being annoying, but isn't the character running and jumping all the time, making the camera constantly change?

It is just that I myself has programmed some games in my free time, in different languages (C++, java, flash...) and this camera fix has never ever been a problem. Sidescrolling, top-down, tilebased, not tilebased. Only looked briefly at Unity, so i don't know if it is different.

Anyway, it is not hitting the enemy that is the problem. Aiming at the healthbar usually works. It is doging their attacks and not being able to see where i would like to look that is the problem.

Chris_McElligottPark

Sep 30, 2011 9:12 am

administrator   ~0014890

It wouldn't affect system resources at all, actually -- my worry is more about motion sickness, honestly. It's a possibility for those who like the style, and maybe it's not actually something that would be an issue, but I think it would be big trouble.

One example is that you're moving your mouse to point at an enemy, and the camera is moving while you do so, causing you to miss, etc. Not that you generally need to directly mouse over the enemy, but still.

I think it could be worth exploring, but I think it's going to be a nest of problems as well, so I'm not keen to do it too too soon.

Spork

Sep 30, 2011 4:01 pm

reporter   ~0015001

I don't think it will cause motion sickness but I think the people that would have this problem would already get sick from the regular movement. I don't know :P

Anyway, making this optional solves this issue.

This technique is used in many side scrolling/top down shooters so it should not be any problem at all to hit the enemy. (Example: Soldat, 2D sidescoller CS clone)

Thi change will make players look where they want to look, and the general complaints that you should scale the game down to see more on the screen would also decrease.

I think :)

Chris_McElligottPark

Sep 30, 2011 4:10 pm

administrator   ~0015005

That's cool -- I just have never played a 2D game that did this, so I'm not familiar with the model and how it should really feel. Soldat, eh?

Spork

Sep 30, 2011 4:19 pm

reporter   ~0015011

Last edited: Sep 30, 2011 4:20 pm

It is easy to do.


AB = mouse position - character position
C = constant < 1, maybe 1/2 or something like that

Centre of camera = character position + AB*C

But of course, you already knew this :P

Making it feel right is just a matter of choosing the constant C. In soldat for example, C is bigger when using snipers and therefore making you able to see further compared to when using a pistol or similar close range gun.

Maybe a bit of interpolation will smooth things out, but I don't think it is needed.

zebramatt

Sep 30, 2011 6:16 pm

reporter   ~0015034

As an optional feature, I'd support this.

wingsofdomain

Oct 2, 2011 12:29 pm

reporter   ~0015285

@x4000. In bloodline champions you had the possibility to either make the camera follow your mouse and your character (dynamic camera) or always center on your character (static camera). The dynamic camera had a HUGE advantage but most new players got very confused by it. However in higher skill-levels everyone learned to use the dynamic camera anyway. Personally I prefered the dynamic camera from the very begining.

Bloodlines champions is a game made for being a pvp e-sport where you have to aim EVERY ability (including heals) so, no you will learn how to aim with the moving camera pretty fast.

Chris_McElligottPark

Oct 3, 2011 11:12 pm

administrator   ~0015543

* Added in a new "Mouse Cursor Dynamically Moves Camera" settings option.
** When this toggle is enabled (by default it is not), the mouse is able to pan the camera. The distance panned is roughly half the distance between the cursor and your character.
** When this mode is enabled, the "Look Ahead" key changes from its normal function to instead making the camera pan further and faster based on your mouse movements.

Issue History

Date Modified Username Field Change
Sep 29, 2011 5:45 pm Spork New Issue
Sep 29, 2011 5:48 pm tigersfan Note Added: 0014740
Sep 29, 2011 5:53 pm Spork Note Added: 0014741
Sep 29, 2011 6:41 pm tigersfan Note Added: 0014751
Sep 29, 2011 6:41 pm tigersfan Internal Weight => New
Sep 29, 2011 6:41 pm tigersfan Status new => closed
Sep 29, 2011 6:41 pm tigersfan Resolution open => not fixable
Sep 29, 2011 6:55 pm Spork Note Added: 0014752
Sep 30, 2011 9:12 am Chris_McElligottPark Note Added: 0014890
Sep 30, 2011 9:12 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 30, 2011 9:12 am Chris_McElligottPark Status closed => acknowledged
Sep 30, 2011 4:01 pm Spork Note Added: 0015001
Sep 30, 2011 4:10 pm Chris_McElligottPark Note Added: 0015005
Sep 30, 2011 4:19 pm Spork Note Added: 0015011
Sep 30, 2011 4:20 pm Spork Note Edited: 0015011
Sep 30, 2011 6:16 pm zebramatt Note Added: 0015034
Sep 30, 2011 6:41 pm Chris_McElligottPark Relationship added related to 0004240
Oct 2, 2011 12:29 pm wingsofdomain Note Added: 0015285
Oct 3, 2011 11:12 pm Chris_McElligottPark Note Added: 0015543
Oct 3, 2011 11:12 pm Chris_McElligottPark Status acknowledged => resolved
Oct 3, 2011 11:12 pm Chris_McElligottPark Fixed in Version => 0.514
Oct 3, 2011 11:12 pm Chris_McElligottPark Resolution not fixable => fixed
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea