GodotVCamera
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New Examples
Is your feature request related to a problem? Please describe. Current example scene has quite many different things showcased in it - I felt a bit overwhelmed trying to figure out which modifier does what. Also it looks a bit bland.
Describe the solution you'd like Multiple more focused example scenes which show how to solve specific problems with VCameras. All the examples would have same visual style, which would be a bit more playful and vibrant, but decidedly prototype-y nevertheless. See image below.
Following scenarios could be explored:
- Showcase switching camera angles with multiple VCameras (in style of current example, but with fewer and simpler camera placements). Maybe "dialogue" of 2 capsules, 2 vcameras focusing either of the characters and third vcamera orbiting around.
- Showcase switchable 3rd person camera (with orbiting) and FPS camera. Includes super simple character controller.
- Showcase more controlled experience with dolly cameras (snap to path). I imagine scene where player (moves automatically via AnimationController) approaches a tower, camera follows them (#14). Around the tower are stairs, while ascending them (#21) camera follows circular path (#14) while adjusting its height to match player's (#15).
- Showcase top-down camera (#15) with some Zelda-inspired scene.
- ✔️ Showcase splitscreen capabilities with rally scene. Implemented in #17.
- ✔️ Showcase camera shake. I imagine handheld camera jogging towards railway (combination of camerashake and cyclic movement for bobbing), then train goes by (more violent shake). Implemented in #26.
I think this covers most usual use cases without going into super specific genres.
Describe alternatives you've considered Wiki containing examples, video series could be alternatives or complement example scenes.
Additional context
Example of visual style:
Color palette from lospec.
All the scenes would be self contained, meaning no external assets nor scripts (short self-explanatory built-in scripts where needed).
Hi @heavywatal ,
Thanks for your interest. I completely agree and have considered this. The biggest thing keeping me from doing this is the context specific enhancements that knowing you are modifying on R provides (e.g. knitr specific blocks). I realize that this could be generalized to the specific context, but frankly, it's a bit too much work for me to do right now. I am happy to help someone refactor if they are interested, or help in the fork.