I Spent A Week Coding This Camera System

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  • Опубликовано: 25 янв 2025

Комментарии • 37

  • @roosahatinen
    @roosahatinen 10 месяцев назад +16

    It's very interesting to see how in your first videos about this project the comments were very heavily like:
    "don't do this as your first game"
    "It's a lot harder than you think"
    I'm glad you kept doing it and proved them wrong!

  • @tiagotiagot
    @tiagotiagot 10 месяцев назад +17

    For the camera shaking, remember to add an Acessibility option to tone it down/disable. Many games in the past had issues with people getting motion-sick and many added that option even before launch after complaints by playtesters.

  • @juhor.7594
    @juhor.7594 10 месяцев назад +15

    That Guts outside the navigation area got me weirdly inspired. I just think a moment with a trapped Guts could be neat. Something as simple as getting its leg stuck between roots. Then having it reach for the player giving you a little scare, before you realize that there's no real danger and you basically have to put down this helpless creature to move foreward. Just a little thought to add a bit of dimensionality to a basic enemy.

  • @HodStudioArt
    @HodStudioArt 10 месяцев назад +12

    Wow! Amazing. You do a lot of different things. I've been following you since the time of the first digital paintings and I had the pleasant surprise of seeing you illustrating a book, creating a drawing app, 3D modeling and now creating a game with camera programming and everything. Admirable.

  • @josies.2932
    @josies.2932 10 месяцев назад +2

    I have really enjoyed following this series. I feel like I'm learning a lot about something I had never known would be this cool to learn about! Great video.

  • @DennyLindberg
    @DennyLindberg 10 месяцев назад +3

    I like the setup! Some constructive feedback though. You need to at least add an option for getting rid of camera wobble and roll motion. You are going to get an army of motion sick players as it looks now, there is too much roll motion involved. One way to stabilize the camera is to ensure that the FRotator Roll is always 0, that's the worst offender for motion sickness (first person cameras are exclusively pitch and yaw). Keep up the good work!

  • @tiagotiagot
    @tiagotiagot 10 месяцев назад +2

    For running/walking, for controller players, it might make sense to have the option of using the analog stick analogally (however that's spelled), push a little move very slowly, push moderately normal walk speed, push all the way to run, and all the in between values. I understand some people might prefer to toggle walk/run, but having fine control with a good analog stick is something many people enjoy.

  • @lawebley
    @lawebley 10 месяцев назад +7

    I'm loving the understated, foreboding atmosphere of this project and have been following for quite some time. Where might I apply to submit some voicework auditions for it?

  • @renzesparza6281
    @renzesparza6281 9 месяцев назад

    Drawing notice to the lighting on John was pretty cool. I hadnt even noticed it, it just felt right. Definitely the right move in that regard

  • @tiagotiagot
    @tiagotiagot 10 месяцев назад +3

    To make it feel a little more realistic, might make sense to add some delay and/or a limited speed for the camera rotation and position change, as if it has a human response time and has some inertia and such, instead of reacting instantly to the player's input, leave the character acting more instantly while the camera reacts to the the character; but of course, with some leeway for not lagging behind too much when players try really hard to turn around quickly and stuff; maybe some sort of automated crossfade between realistic and instantaneous values depending on how big the "error" is between ideal values and the simulated values, possibly with a custom curve to ramp it up only when closer to the extremes.

  • @kxdproductions2375
    @kxdproductions2375 10 месяцев назад +4

    you have been a major inspiration in my journey to making my own horror game, also ive been stuck trying to get rvt textures to work

    • @BoroCG
      @BoroCG  10 месяцев назад +4

      What's the problem? Here's my material function for blending with RVT: drive.google.com/file/d/1kkK11jM8fFornsfbg5ujDCT2_iI2F5lR/view?usp=drive_link - you just drop it into the material of objects you want to blend with Landscape, and feed the whole material (as material attributes, look it up) into this node. And the output of it is the final result that you plug into the material output. Then every material instance will have exposed parameters where you can define both RVTs

    • @kxdproductions2375
      @kxdproductions2375 10 месяцев назад +1

      @@BoroCG thanks i might just be dumb, this actually makes more sense then the vids i watched

  • @BadTunes.
    @BadTunes. 10 месяцев назад +3

    From deep of my heart I love you man, this videos are so good❤I deeply appreciate your work, you are so entertaning and i watched every video of this series.

  • @MarshallisLazyToo
    @MarshallisLazyToo 10 месяцев назад

    Small thing I noticed with the camera transition, John's head turns towards where the camera is looking when blending, like he will suddenly turn his head and then turn it back to where you're aiming. not sure if you want to fix it or not or if I saw it wrong but I thought I'd point it out.

  • @infinitesimotel
    @infinitesimotel 10 месяцев назад

    Loving the camera system.

  • @mantas3d
    @mantas3d 10 месяцев назад +1

    Impressive work! I second the opinion that your "animated camera taking control" thing would be useful for others if put to marketplace

  • @algc19
    @algc19 10 месяцев назад +3

    Why not having the flashlight in the left hand? Also, when holding a gun with the right hand, the left hand as it is right now could still have the flashlight
    Also, if at any cutscene of the game you need both hands free, it could be very cool and dramatic to make John leave the flashlight down and pointing to his hands

    • @sirfroze
      @sirfroze 10 месяцев назад

      i get ur point but he might add 2 handed weapons like melee or long guns

  • @geekok
    @geekok 10 месяцев назад

    Wow! Awesome!

  • @NoName-ym5zj
    @NoName-ym5zj 10 месяцев назад +4

    Why not just give main character a flashlight? I feel like that would more immersive than every gun having a mounted flashlight on it.

    • @BoroCG
      @BoroCG  10 месяцев назад +3

      Yeah maybe, will think about that

  • @BadTunes.
    @BadTunes. 10 месяцев назад +2

    You should make it a paid asset to help others

    • @BoroCG
      @BoroCG  10 месяцев назад +3

      I was thinking to do that, but it would take quite some more time to make it a completely separate block of code, and I'm not that good at this at the moment haha

  • @ramiru3264
    @ramiru3264 10 месяцев назад

    The work you've done here is amazing for a solo-developed game. I'm wondering if you're considering the minimum playable hardware for this game you're making.

  • @Someone-jy7ch
    @Someone-jy7ch 10 месяцев назад

    You could adjust the exit point of the camera box to be slightly further away or move the entrance point a bit closer. This adjustment would prevent the player from glitching the camera transition

    • @BoroCG
      @BoroCG  10 месяцев назад

      Of course, the positioning in the actual level setup should be very careful and clean. I was showing the stress-testing here :)

  • @patmaster2077
    @patmaster2077 10 месяцев назад

    That barrel distortion effect is really cool and I was trying to implement it into my project. But the implementations I've found distort the center of the screen in order to achieve the effect, which makes everything look rough and pixelated. I've been trying to cook up a variation of the shader that instead distorts the edges of the screen, but I haven't been able to figure it out. How did you achieve this effect without any noticeable quality drop in your scene?

  • @Lucidus_V
    @Lucidus_V 7 месяцев назад

    That is so cool! Any chance you can release that system on Unreal Marketplace?

  • @Rix1Dev
    @Rix1Dev 10 месяцев назад

    Yo, how are you!
    I still haven't finished the video but was wondering how to upload a video like yours? (Ratio) its a unique and interesting one.

  • @Ezdorg_main
    @Ezdorg_main 8 месяцев назад

    man, i have two months delay

  • @averagejoe9261
    @averagejoe9261 10 месяцев назад +1

    It's probably just me, but I think a light jogge would look a lot better for a running animation.

  • @rockylafrombois4918
    @rockylafrombois4918 10 месяцев назад +4

    John needs to sway side to side a tiny bit when he moves too, he's walking in a straight line unnaturally.
    Also I love you boro have my baby.

  • @juliatorresmartins6954
    @juliatorresmartins6954 10 месяцев назад

    Yay more game dev series 🎉
    Suggestion: it's probably just a placeholder, but the fence gaps are quite wide, looks like John would be able to squeeze through it, other than that everything looks great 😊

  • @hdkdante
    @hdkdante 10 месяцев назад

    So cringe he is using a laptop and just "basically" one small monitor. It's very cringe and makes me not enjoy the video, but the content is good somehow and im here to stay. Ignore me, i just wanted to say its cringe cause of the setup.

    • @hdkdante
      @hdkdante 10 месяцев назад

      I changed my mind :/....