View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004313 | Valley 1 | Gameplay Idea | Sep 29, 2011 5:45 pm | Oct 3, 2011 11:12 pm | |
Reporter | Spork | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.507 | ||||
Fixed in Version | 0.514 | ||||
Summary | 0004313: Option to set camera focus to the mouse | ||||
Description | At 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0004240 | closed | Chris_McElligottPark | Too much ground (sometimes) |
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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. :-) |
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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? |
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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? |
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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. |
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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. |
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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 :) |
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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? |
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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. |
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As an optional feature, I'd support this. |
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@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. |
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* 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. |
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 |