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Similarly, we have a limited-range flight ability. Since we expect more vertical gameplay while using this power, we make the camera target more aggressively lerp towards the player's vertical position, essentially bypassing the deadzone. Note the difference between an air jump and a normal jump.
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Oh yeah if you like this post and want to try this camera out we have a free two hour long standalone prologue out now on Steam :) store.steampowered.com/app/1562410/...
Part 2! bsky.app/profile/wave...
So glad people are as interested in 3D Platformer cameras as I am! Let's cover some things I missed in the first thread. (With some #GameDev WIP areas from the final game thrown in!) First: "autocam!" The camera will automatically rotate to frame the direction the player is moving.
I didn't cover it in this thread, but we also have some rules around "lookahead" where the camera target moves ahead of the player We do have a move that dashes forward and the lookahead is okay for that, but for a crazier example @seandick.net has been COOKING bsky.app/profile/sean...
@ryanlaley.bsky.social this is absolute perfection, in case you want to gush about it.