8,018
edits
Paradox-01 (talk | contribs) m (→Selected knowledge: Third Person View) |
Paradox-01 (talk | contribs) (→Third Person View: As for a demo, I'm not that much interested into also recreating the look mode. The "limited" Third Person View is already enough of a proof of concept.) |
||
Line 298: | Line 298: | ||
In Oni the orbiting is limited. IMO this added to Oni's unique vibe. Hand-to-hand combat felt more realistic because you can't really see behind your back. | In Oni the orbiting is limited. IMO this added to Oni's unique vibe. Hand-to-hand combat felt more realistic because you can't really see behind your back. | ||
[[Image:UE4_Oni-like_Third_Person_View.png|400px|right|thumb]] | |||
;Part I | ;Part I | ||
To reproduce the same behavior you have to silent the mouse controls on some conditions. | To reproduce the same behavior you have to silent the mouse controls on some conditions. | ||
In theory the core function would hold these parts: | |||
# check for camera's rotation relative to the character (if rotation exceeds limits the input gets nullified) | # check for camera's rotation relative to the character (if rotation exceeds limits the input gets nullified) | ||
# check for left turn mouse rotation to get out of camera's right side maximum | # check for left turn mouse rotation to get out of camera's right side maximum | ||
# check for right turn mouse rotation to get out of camera's left side maximum | # check for right turn mouse rotation to get out of camera's left side maximum | ||
In practice I tweaked the facing value so that is always below 180 degrees (e.g. -270 becomes 90). That way following code only needs the later 2 of 3 checks. | |||
::''Link to be placed here.'' | |||
;Part II | ;Part II | ||
During the BeginPlay Event you can set nodes to limit the camera pitch (up and down movement). | During the BeginPlay Event you can set nodes to limit the camera pitch (up and down movement). | ||
;Part III | ;Part III | ||
Oni's second unique feature of its Third Person View is the look mode. It shifts the mouse rotation control from the body to the head. | |||
By that you can look to the side while keep running forward. | |||
;Part IV | |||
The limited mouse controls feel clumsy as long as the character can turn around by pressing the "walk backwards" key. | The limited mouse controls feel clumsy as long as the character can turn around by pressing the "walk backwards" key. | ||
We need changes so that the character actually walks backwards and does NOT turn around. | We need changes so that the character actually walks backwards and does NOT turn around. | ||
====Music==== | ====Music==== |
edits