WIP of an ocarina of time style camera system running in UE4. Support the Project: / legend64project
Пікірлер: 15
@okester843 жыл бұрын
zelda's cam 'lerps', while your prototype's cam 'snaps'.
@DommoDommo3 жыл бұрын
Anytime anyone makes an old school psx n64 game the one thing I notice they always ALWAYS get wrong is the camera.
@ThisAlias3 жыл бұрын
The Oot cam still is great.
@MrCheeze3 жыл бұрын
The camera system was extremely elaborate in some of these games. Because the player didn't just have full control over the camera, basically everywhere in the game is configured to use different sorts of camera angles suited to the situation. You may be getting into a big can of worms here.
@DeepFriedOreoOffline3 жыл бұрын
I have spent a lot of time working on Legend of Zelda controls in Unreal Engine, albeit more based on Breath of the Wild, but that does include similar camera turning, just based on some timers with the addition of free-look as well. One thing I would say about your camera system is that you seem to have over-simplified the " snap turning" when targetting, or possibly over-complicated it, depending on your implementation. The camera in Ocarina of Time is always fluid, it never actually "snaps", however in your WIP, your camera seems to instantly snap to the desired rotation. A system like this should always have the root camera controls be derived from the same function, so when the camera turns while targetting it should be the same fluid turn, just faster. It also helps if the turning of the camera itself is independent of the function that sets the desired parameters. For example, rather than calling a function that turns the camera like in a typical free-look system, you would create some functionality for the camera to follow a set of variables, and have functions that set those variables. That way you have much more control over what the camera is doing, and can make snap adjustments to things like speed and such, while keeping a simple solution for setting the desired rotation that doesn't require a constant input.
@Legend64Project3 жыл бұрын
Thank you for the feedback! I will be working on implementing this smooth camera transition next!
@DeepFriedOreoOffline3 жыл бұрын
@@Legend64Project Glad it makes sense, and excited to see what you make of it! A system like that should definitely make it easier to lock it for the trigger and such as well. If you do it right, it could be as easy as setting the speed to 0 when holding the trigger input (depending on process order and such).
@AntonioFreyre3 жыл бұрын
lighting tutorial when :D
@TheRealArtDoctor3 жыл бұрын
Can we expect to see sort of like a small tutorial or just how you made the camera?
@alienpolygon69263 жыл бұрын
Have you considered starting a twitter to follow? I'm very interested in your character modeling and wireframes, especially of the high poly version you posted to Instagram. I hope you continue to find time to work and share.
@Legend64Project3 жыл бұрын
I did once have a Twitter, but I deleted my account. I need to find a better site to add progress pics other than on Instagram ha ^_^’
@michaelgarcia54933 жыл бұрын
Pretty good dude I would like to some time?
@michaelgarcia54933 жыл бұрын
Are you going to make Actual and n64 game ?
@polaris9113 жыл бұрын
what N64 emulator are you using on your desktop?
@Legend64Project3 жыл бұрын
It’s Bizhawk! I was interested in trying out Ocarina of time multiplayer ;)