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(+1)

Rotating the camera together with the player like that can make the game feel very disorientating, but fortunately there is a very easy solution to this: smooth camera movements - instead of snapping the camera to the player make it a separate object and move it smoothly to where it's supposed to be. There are two ways to do this:
1. At each frame move the camera by the difference between the players position and it's own multiplied by some constant between 1 and 0. This approach would be best for rotation control.
2. Alternatively if your gameplay features teleporting the player around or having them move quickly you can move it by the difference squared multiplied by a much lower constant.
Advanced camera controls like this are mostly only used in platformers and other games that require some precision but they can be used any time your camera controls feel disorientating.

Now that i've spent ~140 words yapping about the camera, I can say finally say that considering all the aspects that actually matter, this game is one of my favourites this jam.

(+1)

Im really glad you enjoyed it! The camera actually does lerp its position and slerp its rotation, we just made it kinda fast because otherwise with our controls it became a little dizzying. The disorienting was intentional, as the idea was to try and find your way around the map the best you can and not screw up your pheromone trails, but based on playtests we might should have had a bigger camera size lol