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JRPG camera node. #770
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Could you provide a GIF example of what the end result would be? |
A basic camera with boundaries, like a 2D JRPG camera, or a RTS camera (that follows the mouse). |
EDIT: Didn't realize op was talking about 3D. |
Is there anything currently in Godot that prevents game developers from implement this? |
@ca3games I thought a little about what you're asking. Please tell me if I've got these correct:
Are you looking for the
This sounds almost like you'd want My only concern with these two is that it might be a little weird to work with, but... at the same time, you might also be able to just slap an Either way, are these what you're looking for? Or is there more to it? |
I would also like to bring in factors 3, 4, and 5 from the main page of the proposals repo.
There is no reason why this couldn't be made as an addon, or even just a single script that is shared between users. So there needs to be a very good reason to make this a part of core.
The answer here is no, it benefits those making a certain type of JRPG and maybe a few other users making 3rd person games in a similar format.
To address 3 and 4, we could consider making a very flexible camera node capable of achieving the things that a JRPG camera would and more. However, that is likely to result in a messy non-performant camera node. In practice, it is likely faster and cleaner for users to have a custom script attached to the already existing Camera node. Keep in mind, the purpose of Godot isn't to make your game for you, but to provide you with the tools you need to make your game. IMO, the Camera node along with a collision shape and a script should allow you to achieve the camera behaviour you need. If it is impossible to make a JRPG camera in Godot using a combination of existing nodes and script, then we definitely need to make changes to the Camera node to make it possible to make a JRPG camera. |
https://www.youtube.com/watch?v=PJkeQsVewXE @huhund @LikeLakers2 @clayjohn |
Well, what you describe totally sounds like Keep in mind that Camera2D has distinction between camera position and screen position. The actual position of the screen can be acquired by using |
@KoBeWi Problem with that: This is allegedly for a 3D game, and the 3D I don't imagine it would take much to implement though, as we already have the code over on Camera2D -- so we can just copy it over, and make the adjustments needed to enable it for a third axis. |
@KoBeWi |
Camera handling is usually very core to a game, and in my experience thus always heavily customized. As such, there is not much value to a drag-and-drop camera that tries to be a complete solution to a JRPG camera (or a fighting game camera, or a racing game camera,...). Even within those genres, it is likely that the cameras while similar will in details behave very much differently. Godot should aim to offer you the tools to build the camera you need. Or, more specifically, scripting (which it does), and a camera API that offers everything you need. If you're missing something in the current camera APIs to build your camera, it would in my opinion be more useful to point out the specific things it's lacking for your use case. Or more pointedly:
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I'm closing this, as it's fairly vague. However, that doesn't mean the current camera is perfect - if you stumble over a use case where you're missing some specific things in the camera API, please open a proposal outlining what we could do specifically to improve Godot's camera for you. Thanks for using Godot, and thanks for taking the time to submit a proposal to make it better :) |
Describe the project you are working on:
A 3D JRPG
Describe the problem or limitation you are having in your project:
I want to have a camera that follows the player if he is closer to the edges.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
There's not a simple solution to make a JRPG camera in godot, or a RTS camera, or any camera that follows the player in a boundary.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
A camera with a collision box area, where the camera would move to center again an object or objects (like 2 player fighting games or metal slug clones) or maybe also the mouse.
And maybe an option to make the boundaries static colliders to stop the players or the mouse from leaving it.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
It's a very common feature for most videogames genres.
Is there a reason why this should be core and not an add-on in the asset library?:
It would be easier for the user to have a proper camera node with all these functionality already made, and is a very common feature it would be better to have it by default as a camera node.
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