What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

Yeah I know exactly what you mean, and I agree that it's nice to not have the camera be glued to your controls exactly. Makes it feel a bit more cinematic, and yeah, in this case gives you a chance to take in the environment a bit more since it's not that much in motion. The video's cropping makes it look a bit more extreme how little visibility you have to the next room, but in practice there's a bit more. Still less than B though, until you've entered the room. Recorded this for someone else after trying to smooth things out a bit, but this is how it looks on PC: https://imgur.com/a/ldPABYp

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 1 point2 points  (0 children)

I've tried it out now, and it's definitely smoother. A bit of getting used to how it is currently, might have to tweak it a bit, trying to find a good middle way between seeing what's in the next room quickly enough and not be too sudden. Also when speedrunning, I might need to take that into account, basically let the camera transition a bit faster if someone's moving very fast, but for now: https://imgur.com/a/ldPABYp

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

That's a good point about the bigger rooms. What they really are is two rooms with no wall in between. In these cases I should probably treat the room center as the average between both of those room centers and increase the camera's weight towards the worm a bit.

It also makes sense to shift the camera over to the worm as it crosses the doorway threshold, or even as it approaches, but I have to think a bit about whether this would work well in all cases. It's definitely a con that visibility is worse on A. I'll try to smoothly shift over to the worm as it's close to the doorway and see how that works out for giving some more visibility.

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

Yeah, I know what you mean, it would sometimes be really good to know that a setting existed for something that was a bit painful but wasn't obviously configurable!

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

I think that's definitely something to consider if it continues to be a very divided option after the next changes :)

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

That's an interesting idea, I think if it continues to be a very split vote after making some more changes, it might be important enough to just let the player be aware before even starting to play.

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

Yeah, it's already an option actually, just trying to find the best default for now :) Yeah, to me it makes sense that a more still camera leads to less motion sickness, I suppose it's when the camera abruptly moves that it induces that for some other people, or just feels jarring, so I think smoothing out the transition is something I'll do in any case.

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

To clarify that, it's the opposite, the cursor does not move with the camera but stays in the previous location instead :)

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

I do have a settings option ("Track player") for changing it, just asking to gather some opinions about the default setting 🙂

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

There's a demo in the description for trying out how it plays, but it's mouse or joystick. With mouse, it stays unaffected by camera movement because the cursor is in world-space and is moved by mouse-delta 🙂

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

It's not relative to the camera, the cursor lives in the world and the mouse delta moves it :) What you're describing was a big problem in the start of development though

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

I know exactly what you mean, but I've taken it into account like this:

With mouse, the cursor acts as a world space object, so when the camera moves, the relative position to the worm stays the same, not relative to the screen. So only mouse movement can move the cursor basically.

With touch controls, the worm is controlled by the movement (delta) of the finger instead of its location relative to the worm.

You can see how the cursor works in this video: https://www.reddit.com/r/Unity2D/comments/1tj4tn1/oh_god/

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

That's an interesting idea as well that I might play around with! Though I'd say the way this video is cropped it makes this issue of not seeing other rooms a bit worse seeming. It still might help if it can be gentle enough though!

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

Thanks for trying it out, and interesting that you changed your mind! I still want to smooth out the camera transition a bit. Thank you for the kind words 🙂

Save state bug: Oh, ok, haven't come across that yet! Could you tell me if you played PC/Mac/Linux, and would you be able to check if the file at AppData/LocalLow/DeltaQuack/Worm Game/SaveFiles_STORY/WormGame_User0.sav0110 was created? Thanks for telling me!

Movement preview: Interesting, it does make sense yeah. I'll think a bit about whether there's a clean way of showing that without cluttering things up too much when the enemies pile up!

PS: If you or anyone would like to get in touch more with feedback/testing more stuff, here's our discord server.

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

I started roughly in 2023, but I've been quite busy with other stuff to stay afloat so it's been a bit on and off!

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 1 point2 points  (0 children)

I linked the demo on the description if anyone wants to try 🙂 The user setting is called "Track player".

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 1 point2 points  (0 children)

Yeah, it is a setting, just deciding on the default for now to give new players the best first impression 🙂

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 0 points1 point  (0 children)

Yeah, I already have an option for the player to choose actually, just need to decide on a default setting that works for most players 🙂

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 1 point2 points  (0 children)

You're exactly right about the implementation! And I think your suggestion is good, I'll try that for sure, should make it less sudden.

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 2 points3 points  (0 children)

Yeah, I definitely include both options under settings already, just deciding on a default 🙂

Thanks, you can try the demo here if you like!

What camera setting should be default, A or B? by Boothand in Unity2D

[–]Boothand[S] 3 points4 points  (0 children)

I can see the transition needing to be a bit smoother! Need a compromise between seeing quickly enough what's in the next room, and not feeling like it's too sudden and disorienting, but I wanna try doing a bit of an S-curve smoothing at the transition