There comes a time in each project when the team must re-evaluate their goals to make sure they make sense. Neglecting to do this at an appropriate time can lead to what is colloquially called "tunnel vision." Thankfully, I reassessed before going too far in the wrong direction by following a tunnel that was leading me away from my ultimate goal. Some of you may have noticed that my previous descriptions of Journey's camera behaviours were slightly off target. After playing Journey again and watching a tutorial on UE4 programming, I realized that I am better off starting over again using code instead of blueprints because there is more room for customization. The first step in terms of customization is the same one I outlined in my next post: "to offset the camera's focus from the character to a position directly in front of him." My plan is to start by implementing offset, then move forward towards the vision outlined previously with the additions described below.
- "Do not focus directly on the player character when it is moving. This pertains to third person cameras that are often made to look directly at the player character, i.e., the position of the player character does not vary in screen space. While this might seem initially to be correct, and it does present the player character well, it is actually undesirable in many cases. Typically, we need to be looking ahead of the character within the environment and to anticipate future actions. However, the rules governing the amount of look ahead are complex..."
Side note: Everyone - even less technical UE4 developers - should watch or follow along with this tutorial series because it describes powerful techniques for blueprints and code, as well as the relationship between a coder and a technical artist as they work together on the same project.
Introduction to UE4 Programming (19 videos)