I have yet another question - someone recently play tested a build of my game and said that “it feels like controlling a camera and not a character”.
He recommended that I remove the camera from the character to fix the problem, but that seems counter intuitive to me. Are there and tricks to making the camera feel more “connected” to the character?
That’s what I currently have… he still says it seems disconnected, which seems strange. Maybe he just doesnt know what hes talking about, but he is a known game developer.
I suppose that’s a good place to start. However, he did say that the first thing I should do is remove the camera from the character, because that makes everything seem “off”, which confused me… is this not a pretty typical thing for first person cameras to be?
You could attach the camera to the head bone of your character. Will give the camera a bounce in sync with your characters animations. If you don’t have animations or a bone to attach the camera to, you could fake it like in the old Doom games.
My other suggeston is camera shakes and lots of it.
Then I would suggest playing some first person shooters or watch gameplay footage and write down what you like and dislike about its camera movememt, and see if it can be implemented in your game.
Yeah, think that’s a pretty typical thing to do. I see the camera as the “head” of a first person character so it makes more sense to me to have it attached to the character.
If it was not attached to the character I do believe it would feel more like controlling a floating camera. It is hard to tell tho as I have not seen the gameplay of your first person game myself.
Alright, yeah, I’ll definitely add some more movement to it. There is some slight jitter that the camera has since its attached to the head bone, however. Is there a way to somehow smooth that out and prevent the shakiness?
The Springarm Component has optional directional and rotational lag, it generally works really well for this kind of thing; think of it like a tiny bit of automatic interpolation.
I know this is an old thread but here’s my to cents…
While testing out my own game, the only time I felt like the camera was ‘disconnected’ from my character was because of the rotation. To fix it I had to play with the camera position by moving it backwards into the characters head. Be careful though as moving it too far obviously will make the back of the eyeballs visible or other parts of the mesh. you have to find the sweet spot. Or better yet, if the characters head is never seen in game, the removing it from the mesh but keeping the head bone would be better.