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drjavi
drjavi

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Devlog: Camera shenanigans

These last weeks didn't give me any time to work on the code, but Christmas break is finally here, so I can get back to work. Where were we?

Dec 6

Oh God, it's coupled. It's so freaking coupled. Everywhere. All over. Everything depends on the camera working as two separate objects, so changing that breaks everything.

But that's okay. We're doing Test Driven Development here. We'll get it working better than before. It'll be worth the time investment. I won't give up.

Dec 7

I gave up. Trying to move the camera smoothly while translating Euclidean coordinates to spherical coordinates just won't work, not without so many auxiliary attributes that it completely undoes any improvement over just keeping the camera focus as a separate object.

But again, that's okay. So I designed a very efficient technique on my first try, I wouldn't call that a problem. And all the code clean-up that I did is still good, I just have to revert how the values are applied. All in all, even in failure this attempt yielded a positive result.

Currently, the camera manager works as follows:

Additionally, I noticed a small potential improvement in the basic movement mechanics: the jump attack without a target is too unwieldy and causes issues with the geometry, while the basic attack with a target is too slow and inaccurate, so I could use the same button for both attacks and solve both issues. And I get an extra button I can use for something else. Added to the to-do list!

Dec 17

I'm still too burnt out to code, but I can draw cameos in the meantime:

A particularly gloomy kobold from level 7 and a random palm reader murani from level 1


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