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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.)  | 
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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.  | ||
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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