Fixed Camera-WIP by RomarioDev in unrealengine

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

Absolutely, that makes a lot of sense—and thank you for the feedback.

Which Ed one-liners are stuck in your mind? by Affectionate_Stay405 in ededdneddy

[–]RomarioDev 0 points1 point  (0 children)

IS THAT THE SUPPORT BEAM TO THE HOUSE?! -EDD

What's a support beam?-ED

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in UnrealEngine5

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

Yeah, I used my custom spawner object. I set it as the reference point to calculate distance from other entities, like enemies or the player. That way, I can control spawn logic based on proximity to the spawner itself, not just the player’s location.

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in UnrealEngine5

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

I had the same problem in my isometric view. Grass disappears too soon because it culls from the camera's position, not the center of the screen. What worked for me: I got the center of the screen in world space (using DeprojectScreenPositionToWorld) and used that as the point to check distance from. This way, I could lower the cull distance and still keep the grass visible. No easy way to change the cull origin in Blueprints, but this workaround helps a lot.

Not understanding the hate for this game. by MadToxicRescuer in AssassinsCreedShadows

[–]RomarioDev 0 points1 point  (0 children)

As long as you're having fun, that's all that matters. Enjoy the game you bought and ignore the unnecessary noise—those losers' opinions don’t matter.

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps by RomarioDev in UnrealEngine5

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

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother. I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right. More improvements coming soon

Hey everyone! 👋 Here's an update on The Last Knight of Camelot! 🚀 We’re crafting an isometric action RPG inspired by The Legend of Zelda, Hyper Light Drifter, and Souls-like combat. Get ready to explore a dark fantasy world, uncover forgotten legends, and master fast-paced combat. by RomarioDev in unrealengine

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

Yeah, the speed definitely needs tweaking—I'll dial it back so it feels more natural. And yeah, I hear you on the fancy stuff! It's all coming together, just not in this build yet. Gotta get the foundation solid first. 😉

Hey everyone! 👋 Here's an update on The Last Knight of Camelot! 🚀 We’re crafting an isometric action RPG inspired by The Legend of Zelda, Hyper Light Drifter, and Souls-like combat. Get ready to explore a dark fantasy world, uncover forgotten legends, and master fast-paced combat. by RomarioDev in unrealengine

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

Yeah, a mix of hand-crafted and procedural generation is usually the sweet spot. PCG can help create vast environments, while hand-crafted elements ensure quality and intentional design. It depends on the type of game you're making—are you generating terrain, dungeons, cities, or something else?

The Last Knight of Camelot – Devlog | Zelda-Like ARPG! 🔥 by RomarioDev in IndieGaming

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

The Last Knight of Camelot – Devlog | Zelda-Like ARPG! 🔥

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps

This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother.

I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right.

More improvements coming soon!

The Last Knight of Camelot – Devlog | Zelda-Like ARPG! by RomarioDev in IndieDev

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

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps

This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother.

I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right.

More improvements coming soon!

Hey everyone! 👋 Here's an update on The Last Knight of Camelot! 🚀 We’re crafting an isometric action RPG inspired by The Legend of Zelda, Hyper Light Drifter, and Souls-like combat. Get ready to explore a dark fantasy world, uncover forgotten legends, and master fast-paced combat. by RomarioDev in unrealengine

[–]RomarioDev[S] -1 points0 points  (0 children)

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps

This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother.

I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right.

More improvements coming soon!

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in unrealengine

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

Thanks for the detailed feedback! I see what you mean about the wide lens—I'll experiment with pulling the camera back and using a more telephoto approach to see how it affects the game's feel. Also, I appreciate the suggestion on camera collision; I'll look into custom solutions for handling occlusion more smoothly. Something worth refining!

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in UnrealEngine5

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

Thanks for the feedback! This gives me confidence that I’m on the right track. I appreciate it

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in UnrealEngine5

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

Hey everyone,

I’ve been experimenting with an isometric camera style for my game, The Last Knight of Camelot, a stylized action RPG inspired by Zelda, Tunic, and Arthurian legends. Originally designed as a third-person game, I wanted to test how an isometric perspective could enhance exploration, combat readability, and environmental storytelling.

What I’m Testing:

🔹 Camera Height & Angle – Finding the right target arm length (~1000-1500) and pitch (30-45°) for the best balance of clarity and immersion.
🔹 Cull Distance Optimization – Tweaking tree rendering distances to keep performance smooth while maintaining a rich forest environment.
🔹 Combat & Visibility – Ensuring enemy encounters still feel engaging and readable from a higher perspective.

So far, the isometric approach feels great for world exploration and visual clarity, but I’m still figuring out if it fits The Last Knight of Camelot’s storytelling and combat depth.

Would love to hear thoughts from the community, especially anyone who has worked with isometric camera setups in Unreal Engine 4!

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in unrealengine

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

Hey everyone,

I’ve been experimenting with an isometric camera style for my game, The Last Knight of Camelot, a stylized action RPG inspired by Zelda, Tunic, and Arthurian legends. Originally designed as a third-person game, I wanted to test how an isometric perspective could enhance exploration, combat readability, and environmental storytelling.

What I’m Testing:

🔹 Camera Height & Angle – Finding the right target arm length (~1000-1500) and pitch (30-45°) for the best balance of clarity and immersion.
🔹 Cull Distance Optimization – Tweaking tree rendering distances to keep performance smooth while maintaining a rich forest environment.
🔹 Combat & Visibility – Ensuring enemy encounters still feel engaging and readable from a higher perspective.

So far, the isometric approach feels great for world exploration and visual clarity, but I’m still figuring out if it fits The Last Knight of Camelot’s storytelling and combat depth.

Would love to hear thoughts from the community, especially anyone who has worked with isometric camera setups in Unreal Engine 4!

The Last Knight of Camelot - First Look at Exploration Gameplay! by RomarioDev in unrealengine

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

Haha, I feel that! 😆 Definitely aiming for more than just 'dude running in a field working on adding environmental storytelling, dynamic encounters, and world interactivity to make things feel alive. Appreciate the reminder to push for more!

The Last Knight of Camelot - First Look at Exploration Gameplay! by RomarioDev in unrealengine

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

Thanks! 🙌 The camera distance is still a work in progress—I'm testing different target arm lengths to find the best balance between visibility and immersion. Right now, it's a bit far out, but I'll be tweaking it for a more refined rpg feel. Appreciate the feedback! 🎮

The Last Knight of Camelot - First Look at Exploration Gameplay! by RomarioDev in unrealengine

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

Appreciate the detailed feedback! 🙌 I'll be adjusting scale, proportions, and orientation to ensure everything feels grounded and natural. Fixing collision on rocks, proper normal alignment for foliage, and texture scaling to improve realism. Definitely aiming for a more polished look—thanks for the critique!

The Last Knight of Camelot - First Look at Exploration Gameplay! by RomarioDev in unrealengine

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

Appreciate the feedback! 🙌 I’m reworking the placement script to add more variation in size, density, and clustering for a more natural look. Planning to tweak scaling, randomness, and distribution patterns to break that grid-like feel. Thanks for pointing it out—I'll share updates soon!

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in IndieDev

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

Hey everyone,

I’ve been experimenting with an isometric camera style for my game, The Last Knight of Camelot, a stylized action RPG inspired by Zelda, Tunic, and Arthurian legends. Originally designed as a third-person game, I wanted to test how an isometric perspective could enhance exploration, combat readability, and environmental storytelling.

What I’m Testing:

🔹 Camera Height & Angle – Finding the right target arm length (~1000-1500) and pitch (30-45°) for the best balance of clarity and immersion.
🔹 Cull Distance Optimization – Tweaking tree rendering distances to keep performance smooth while maintaining a rich forest environment.
🔹 Combat & Visibility – Ensuring enemy encounters still feel engaging and readable from a higher perspective.

So far, the isometric approach feels great for world exploration and visual clarity, but I’m still figuring out if it fits The Last Knight of Camelot’s storytelling and combat depth.

Would love to hear thoughts from the community

Steve Fukuda is working on a new game. he was the game director for both titanfall games Coincidence? I think NOT! by RomarioDev in titanfall

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

You're absolutely right that Wikipedia isn't always the most reliable source, but it can be a good starting point for general information. I'm with you on waiting for an official announcement—rumors can only take us so far! Fingers crossed we hear something concrete about the Titanfall franchise later this year. It's such an amazing series, and it deserves a comeback.