3/20/2023 0 Comments Mos speedrun 2 cover art5![]() The main use for these is in parts of the level where Mos has to run towards a wall, then jump up or down and double back the way she came. In the editor I can define a rectangular trigger that effectively blocks the camera from moving in to it. The second major new feature is what I’d call “blocking regions”. It really helps, especially in fast areas where there is a hazard ahead that we can pan the camera towards so the player gets more time to react. ![]() I played through each level and found areas where there was some hazard or object of interest that was either just offscreen or should be more prominent, and added the appropriate triggers. When the character enters this zone, the camera pans according to the offset in the trigger. In the level editor I can define a trigger area along with a 2D vector. The first new feature we added was an offset zone. The panning speed has been reduced too, both these changes have really improved the camera motion. The camera now only pans to look ahead if it detects Mos is running in a new direction and has exceeded a small bounding box in the centre of the screen. This has greatly reduced unnecessary motion and is less confusing for the player. We spent a lot of time refining the new camera, solved some old problems and added some new features too.įirst off, we fixed the vertical following algorithm, now the camera only tracks mos on the Y axis if she gets too close to the top or bottom of the screen, or if she has changed Y position and has landed on something solid. Having look ahead in a platform game can be really useful if done properly, but this was too sensitive and quick, simply changing the character direction would make the screen swing to favour the direction the character was facing.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |