SkullDive Dev Diary #2 Introducing : movement and camera system.
Today I will introduce the camera and movement system. If you’re up to date of SkullDive’s info you will know that since it’s a mix of Roguelike games and Adventure ones the camera will need to be comfortable to the eye and attuned with the gameplay. Here is a little image explaining how will SkullDive camera system avoid walls and obstacles and will follow the player.
SkullDive will have a unique camera system.The camera will follow smoothly the player and will rotate with a little damping at the end to give a cool eye candy effect.A big part of the game will happen inside dungeons so this system is very necessary to create a claustrophobic feeling, else the player can see through walls and stuff(thing that is taking me a lot of work to get finished)The camera rotation is a little different from the current roguelike and adventure games, you can’t rotate the camera while you’re moving, only if you’re at a movable platform or if you’re idle to check the environment and look for secrets.What about watching the camera system by yourself?
Camera Rotation Preview ( Pre-Alpha Version)
Camera Obstacle Detection ( Pre-Alpha Version)
Walk ( Pre-Alpha Version)
Walk(Backside) / Rotate ( Pre-Alpha Version)