The first update! Well, -- the first update beyond the initial
introductory update. This update is all about Camera Actors. Specifically the
ones I'm making for The AfterWard.
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The Custom Camera Actors and an early test configuration. |
Why are camera actors important?
I'm trying to capture the scene to scene mechanic and aesthetic of old
adventure games, and more recent TaleTale Game entries into the genre. So a simple follow camera isn't particularly interesting to me.
Additonally, an adventure game (especially in 3 dimensions) isn't a painting that a player
pawns moves on top of. The player moves through it. And sometimes it's useful
to change the axis of input to create an ambiance, or encourage player movement in a particular direction or to even just have a pleasing and logical viewpoint.
Looking at The Wolf
Among Us there are instances where the camera is behind the character as he
moves down a hall way and shifts when he approaches a door. Thinking back to Biggby's apartment you start in
the kitchen and exit, and the input axis shifts slightly when you enter the
main area. Hitting the W key no longer
moves the player along the same vector (which was away from the camera in the
kitchen, specifically that dingy window) but now moves the character towards the new point of view at a logical
offset from the kitchen exit.
I spent two to three minuets one night moving all over one
area trying to see the shifts in input, and to the credit of the designers most
of the time they are subtle and intuitive and guide the player in a general
direction.
Things I would need:
I would need a trigger area for the player to enter to
trigger the switch in POV to the camera actor.
I would also need a way of communicating a new input axis (a
rotator) to the player controller depending on information I'd stored in the
camera actor.
So, I prototyped these in blueprint.
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The Camera Actors. |
The basic components are a camera, a trigger volume, a rotator
set in level, and some functions that talk to the player controller. I even tried to be clever with construction script in that I wired up a system to let me scale the trigger boxes.
Moving them around though became a problem and not wanting to create a brand new camera actor for each shift simply so I can go in and custom move the components seemed unappealing. So, I decided to make a volume actor that talks to the Camera Actor.
Creating the Bug
To have fun and test this I wanted to create a bad-design bug. I wanted to enter a camera volume that would change my view point, and , while continuously hitting W, Enter an adjacent volume which would switch my view point and my axis by 180. If I were doing as I said, and continuously jamming that W key, I would soon find myself back in the original POV, but only for a moment as my W-key-habit would see me back in the second POV again with my input axis flipping back and forth.
Here's a video with the bug and some other tests. Note: at the time of this video's creation I had the camera shifting back to the controller camera when the player wasn't in a volume. This makes the transition look really rough. Chances are by the time you're watching this I've fixed it. I just wanted to get a video up because video.
Up Next
I want to refine the new independent volume class, but you can expect the next entry to be about interaction Actors. Another important part of an adventure game is interacting with things. Here you'll see my try to scale it to a functional, and flexible system.
See you then.