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Adam Snellgrove

Dev Diary #99

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Hey there Ylanders!

The last couple of Dev Diaries were very Exploration-centric and I think it is time to look a bit at the Editor again ? And boy do we have a cool new feature for you Creators! Custom Camera Control!

Very soon you’ll be able to set your camera in-game to a variety of different positions. This means you’ll have much more freedom as to what kind of game you would like to make. A side-scrolling platformer? A top-down battle arena? An up-close and personal RPG? The options are limitless! And the great thing is, you can also combine these cameras in different scenes. So, you might want to go for a third-person camera, but then when a player enters a labyrinth, the camera will swing up for a fixed top-down camera. In short, you’ll have full control of the camera in every situation. It can, but doesn’t have to be dependant on the player. You’ll be able to set it to any object and it can follow any object. You'll also be able to customise the player controls, so they make more sense for the player in his new camera view. Hopefully, we’ll also have presets ready in time of release, so you don’t have to programme the camera yourself, but just choose the preset you’d like to use and then just plop it in the game. And yes, you’ll be able to even implement a ‘fake’ 1st person camera. And I’ll use this as a Segway to the second part of this week’s Dev Diary. The 1st person camera.

Ylands_191011_114636.png

While you will be able to implement it in your custom games, it’ll still not a supported version of the 1st person camera. That will still have to wait some time as well for any 1st person camera in the Create and Exploration modes. With all the new editions to the game and the release approaching fast, there just hasn’t been enough time to concentrate properly on the ‘pure’ 1st person camera. It is surprisingly difficult to implement since it would also require a total overhaul of character movement and animation from this perspective and since we didn’t want to rush it, we decided to leave it for an update after 1.0. I can’t right now tell you, what update and how far in the future this will be, but it shouldn’t be in the far future. But we feel like Ylands isn’t dependant on 1st person though it definitely is a neat feature to have in the game.

And one more change Ylanders. The next Dev Diary will be on Wednesday and Dev Diaries will continue to be published on Wednesdays. So a short wait for the next one ? Also, it will be our #100 Dev Diary, which in itself is quite special, but it'll also contain some pretty important and HUGE news, so don't miss it!

And that’s it Ylanders and don’t forget to stay classy!

P.S. If you want to check out, how the camera will actually look like in action, check out our Instagram ?

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Awesome this will help alot!

I can finally start attempting a Mario Party imitation game hehe

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In full release it would be nice to have better camera and video control in game by players. We have seen some cool videos showing that peeps want to use these features.

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So it could be different for each player?  In a battle game, for example, if a player is knocked out, could we move them to a neutral area, and set their camera to follow a player that's still active?  Or attach the camera to an object that they can control and "fly" around the scene?  This sounds like it's going to be a fun feature to experiment with.

Can it follow logic objects?  (Invisible, and no collision, for a true spectator mode.)

Edited by Indomitus
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1 hour ago, Indomitus said:

So it could be different for each player?  In a battle game, for example, if a player is knocked out, could we move them to a neutral area, and set their camera to follow a player that's still active?  Or attach the camera to an object that they can control and "fly" around the scene?  This sounds like it's going to be a fun feature to experiment with.

Can it follow logic objects?  (Invisible, and no collision, for a true spectator mode.)

That would be awesome :D

 

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2 hours ago, Indomitus said:

So it could be different for each player?  In a battle game, for example, if a player is knocked out, could we move them to a neutral area, and set their camera to follow a player that's still active?  Or attach the camera to an object that they can control and "fly" around the scene?  This sounds like it's going to be a fun feature to experiment with.

Can it follow logic objects?  (Invisible, and no collision, for a true spectator mode.)

I'll ask about this on Monday ?

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7 hours ago, Indomitus said:

So it could be different for each player?  In a battle game, for example, if a player is knocked out, could we move them to a neutral area, and set their camera to follow a player that's still active?  Or attach the camera to an object that they can control and "fly" around the scene?  This sounds like it's going to be a fun feature to experiment with.

Can it follow logic objects?  (Invisible, and no collision, for a true spectator mode.)

I think that I can say 3 times yes. Camera can follow any entity or reference point (not all game logic objects because they are not synchronized with clients) So for example you can set it to be on a reference point which is moving on bezier path and is aiming to the center of your game area.

Just bear in mind that this featere does not affect loaded area. Thats still binds to players position.

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21 hours ago, RedEagle_P1. said:

What is that? 

look it up on steam!

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