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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Cameras, cameras, cameras. They're a tough thing to get right in any game that requires quick reactions over long distances. Titles that require you to react quickly to far-off objects tend to be First-Person Shooters or RTS/Strategy games. Both of these genres have somewhat standardized camera controls that players have come to expect. Top-down shooters have always had varying opinions on ideal camera controls. Balancing usability with freedom of control is a very tricky subject. In the last update, I re-worked the secondary "3rd-person" camera to be somewhat closer to a top-down view with a lot more visible range. In this update, I'm addressing the 'look' functionality of the basic top-down camera. Instead of alternating camera angles or locking to a point, it will now retain it's top-down properties and move towards the look point. If the player strays too far from that point, it will keep the point a constant distance from them to achieve maximum visibility. We feel that, overall, this is much better then the previous iteration. Please, let us know what you think in the comments or the forums! Gameplay Changes: - The 'look' functionality of the basic top-down camera has been completely revamped. - Looking at a point will now retain the top-down view and simply focus on the new location. - Moving outside of the camera's look range while focusing on a point will cause the camera to follow the player while still retaining the set distance. - Gamepads pressing the look button will now always focus at the maximum distance from the player's direction (instead of a set distance that was somewhat obscure). Fixes and Improvements - Camera look speed has been increased slightly. - Enemy turn speed has been reduced slightly. This is the difference of fractions of a second, but it looks/feels better. -Dave
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