Camera angle for a top down game, finding what is best - devlog

preview_player
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This is my devlog about top down camera angles. Add a comment on what you thing the right angle is. I'm making an adventure puzzle game I really want to take you on the ride from beginning to end. I'm using Unity to build my game and I like to post random Devlogs to show people what I'm doing.

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If you wanted to keep the rotated isometric look, you could update your character controller to compensate for the camera rotation (that's what I did in my game). I'm working on the pitch in my game (X rotation), and since you have those high boxes occluding your character, I think it would look good if you brought up the X rotation to maybe 60 degrees or higher.

Salmontres
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That's a great question, and it really comes down to personal preference.
I keep changing my angles too, but only because after a week or so I get sick of it and think it needs to change. 🤦‍♂️😂

afterthecloud
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"I want to make a top down game!"
>Puts camera to 45 degrees
>lowers field of view
"Why does it look so wrong"
>closes the program
my life

maxwell_edison
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Interesting topic, I had the same issues as you. But then I switched to 2D top-down so the problem magically vanished. :D

Tudvari
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You're very close.
The FIRST thing I do in my top-downs is put the camera on a "pivot". I pitch the camera at 55 degrees on X. The pivot itself contains a script that rotates itself around Y based on the mouse or right stick. This lets the player control the rotation of the camera without affecting the viewing angle. Then, get CAMERA RELATIVE MOVEMENT working, so you get "push left, go left" functionality at any angle.

jeffreystephens
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If you rotate the terrain and the camera, isn't.. like... isn't that the same thing as having not rotated anything at all?

maxwell_edison
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Woho Radiobush long time no see! This video was old though, hope you’re doing great :)

BlueGooGames