More progress today as I re-scripted the logic and variable system so it's much more streamlined and has a more robust way of handling the complex camera scenarios. Another major contribution was the design of a 'Point of Interest' function which allows the camera to look in front of the player pawn when in third person (as pioneered in games like Mario 64). Furthermore the camera will only pursue the player pawn when it moves - static rotation is ignored. This avoids the more common view of being locked behind the player.
I through in a simple light iteration just to show off the POI system and how it makes for more a cinematic effect.
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