Restless Souls/Wishlist: Difference between revisions

→‎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.
m (→‎Selected knowledge: Third Person View)
(→‎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.)
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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.


The core function would hold these parts:
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====
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