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Snap My Look Direction, Not My Neck

Author: Jonah McConnell

For the final sprint during our time with Planetarium, I focused on trying to round out any features that felt off that I could. While I couldn't get to bigger changes like fixing how healing and health overall worked or ensuring the player stats affected some of the stats driving gameplay, I did get to work on something that had bugged me for most of the back half of the project: movement. 


Our movement needed to be switched to follow the camera, rather than have a free third-person camera. This led us as a team to rework the player movement this way so that our animations would not appear to be facing the wrong direction. This worked, however, it introduced the new problem that when looking around while standing still, your camera would be snapped to the movement which was disorienting, and dysfunctional. To combat this, I implemented logic to force the opposite to happen. 


With our player rotating to the camera's direction, we retained the freedom of movement our free cam provided, while still holding to the structure and adhering to our attack animations. The system is not perfect. If the player attacks while still, the issue persists. However, the vast majority of the time, our player will be moving, or risking large amounts of damage from the hoards of enemies. This doesn't excuse the partial fix, but I believe our team made the right choice implementing this "band-aid" solution rather than burning what little time we had this week to design and implement a more complete fix. 

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