Welcome back dear Klangers, you SEED loving, exo-planet residing astronauts! We’ve enjoyed three weeks of summer holidays (the team behind this blog that is, the Klang HQ never rests let me assure you) and now we’re slowly getting back into what promises to be a VERY EXCITING AUTUMN.
New season: new perspective. So we thought, let’s check in with the work going into our camera angle. Because one big thing we need to iterate on is the camera and the angle through which a player views their Seedlings, buildings and the world more broadly. This is something we’ve played around with many times in the past - and no doubt we will probably play with it and iterate on it in the future.
Something that we need to consider is how much a player can view at any one time. Should the camera be able to go right up into a close-up of a Seedling’s face? Can it go through walls with ease, or should this be an option one has to click on to ‘peel back’ the building.
We want to aim for a comfortable and good angles from which to observe the game, with a smooth and easy mouse navigation system (for example, you can think of screen edge scrolling). One thing is to not burden our backend with allowing huge, unnecessary views full of information, but rather keep the focus on what you, the players, need to see in order to have the best possible experience.
An exciting thing we keep in mind is a cinematic mode, potentially allowing for nice, spectacular screenshots. But for now, keep in mind we’re going to be trying lots of different angles. Have you got a particular camera angle from a game that you like? Share in the comments below!