Upgrading the Camera in my Indie Game - Nectar Devlog 13
In this video I talk about all the improvements I've made to the camera in Nectar.
Referenced in this video
50 Game Camera Mistakes: • 50 Game Camera Mistakes
Music by Madison James Smith
madisonjamessmithcomposer@gmail.com
/ @madisonjamessmithmusi...
Steam Page: store.steampowered.com/app/25...
Discord: / discord
Twitter: / chrisfyee
#indiegame #unrealengine #gamedev
Пікірлер: 102
I never knew something as simple as cam movements could make such a big difference
I'd be interested to see the tracing with the debug line turned on. I've loved watching this project develop!
New system is waaaay better, somehow even enhances the "comfy" feel of the game with it just handling obvious things for you. The camera almost becomes a character with friendly personality. I really like your devlog style, definitely something to aspire to! I'm not a big fan of "hype-logs" that scream "look at cool features I made without ever encountering any problems!" And the way you explain things is pretty simple to understand. 👍
@nerdchomp
Ай бұрын
Thanks, I like to focus my videos on one topic and show my thought process step by step, including the problems I run into. Glad you like it!
Very cool. Definitely an improvement. Glad that you mentioned you’ll always respect the players intentions too.
I dig the new camera system and can’t wait for the full release :) i’m enjoying following the progress of your game
Wow the attention to detail really makes the difference!
Very well made video. I especially found the way the camera looks down ledges to be extra interesting.
🪴 Great work, these tweaks give a better experience! Here is my 2 cents: The long shadow (from the sun) and the contact shadow (underneath the pot) should add together. Now they look like 2 different “layers”. Also, it would be cool if you start the game in a greenhouse with other “living” plantpots that move around. This will give a sense of community or familie. This can also be part of the lore or mission. I’m very curious how this will turn out, and I’m eager to play! Keep it up! 🪴
@nerdchomp
Ай бұрын
Thanks for the cool ideas. I've already worked out the lore, which hinges on the player being the only pot character, but your ideas are still neat
I honestly don't think I have ever been as excited to play a game as I am for this one. You are inspiring in SO many ways - I've even re-started work on a game I had abandoned many years ago because your devlogs hit me just right - sparking curiosity and drive, and the wonderment and fulfillment that comes with world creation. Might sound a bit sappy, but that's just a slice of the value you've given me, and I truly thank you for that! I appreciate you, and my wife and I are loving every update, and are looking forward to playing!
@nerdchomp
Ай бұрын
You've just made my day! I'm happy you've decided to pick up your abandoned game again. Good luck!
@NOFRILLS_GAMING
Ай бұрын
@@nerdchomp Thank you! Super excited for nectar!
Camera clipping reminds me of a lot of Nintendo 64 games, I remembered learning attaching the camera boom to the player the camera would try to stick to the player and avoid trying to go into a wall, something I leant from a video once from Matt Aspland.
Hey I just found your channel randomly and I gotta say that i'm glad I did! I'm a huge pikmin fan and I like the vibe of your game! looking forward to it! :-)
this all looks very nice, I love the changes
Simple things make it so good
Damn it looks so cool now, a lot of progress. I really like the direction.
SO GLAD this was in my recommended! I watched a devlog awhile ago and I was encapsulated by the funny plant pot character. Love the artstyle. Great stuff! Subscribed so I don't forget again, haha.
It looks great; it's a really thoughtful design! Refrain from letting performance concerns ever get the way of good design. You'd be surprised how big of an impact optimizations towards the end of production can have. Even if you need to make some sacrifices in features, at least you'll have a solid understanding of the trade-offs at that point.
@nerdchomp
Ай бұрын
That's generally been my philosophy. Good advice for sure
Wow. Your game looks so beautiful. The art style of the game is so good. Really like the character design of the player character. Also your new camera movement is on point. I can actually feel the difference when the camera is moving around. It feels really smooth which actually looks really good. Those are some really impressive features you added to the camera. Looking forward to your next devlog. Keep it up! :)
I will also use this type of camera system on my project
Love the game :) Can't wait to play it
Love it. Going to Do similar things in my Proyekt to.❤
This looks great, nice job!
Wow, that realy makes the game feel more polished
Just stumbled over your channel and this game. Cant wait to try your game. It looks beautiful. Keep up the work :3
Impressive work!
this looks amazing
Personally I wouldn't like the camera panning down when I'm at a ledge, I feel like I could do that on my own if I wanted to, and if I didnt want it to then I'd have to fight against the camera. Other than that these changes make the camera feel much better
@nerdchomp
Ай бұрын
I was actually running into this while testing. I kept fighting it, so I added code to shut it off if I'm manually aiming the camera, and that fixed my frustrations with it. I also plan on making it a toggle in the settings, if you really don't want it
Awesome I also had this intention in my prototype that is an exploration game. You took it to the next level. Gives more personality to the character and immersion. Just looking at it now makes me want to play. Keep it up!
Loved the video, I will 100% use this as inspiration when I'm updating my camera once more!
@nerdchomp
Ай бұрын
Your game has inspired a lot of things in Nectar. It's only fair I return the favor
looking good!
So satisfying! Can't wait to play this :)
Massive improvement
First off, the game looks great. I wishlisted and will definitely keep an eye out for more devlogs. I really like the automatic controls of the camera which remind of how Rayman 2 or Spyro did it. When you go back and play old 3d platformers the camera controls can feel almost a bit uncomfortable or claustrophobic coming from modern games, so I understand how many people prefer fully controlled cameras (like Spyro Reignited has) but after you get used to it again you realise how few buttons you really have to be pressing at a time which seems to take a load off the players mind. Personally I find the camera controls in Spyro Reignited to be a bit of a nuisance sometimes, I wish it made small adjustments so that I don't have to micromanage the camera's position at all times. I do like the idea of looking over the edge of ledges, but I also understand people's fear that it might be a hindrance, especially if the player is actually trying to jump across the gap. What you could try is to make it so that it only happens when the player specifically looks down while near a ledge. Basically, try to make the camera controls change behaviour based on context to give the player controls that are more meaningful, rather than just pitch up or yaw right. I have a couple of off-the top of my head suggestions about a couple other things. When the player looks up, I would try having the camera move back and pitch up, while trying to keep the player on the bottom edge of the screen. Or when the camera hits the ground, have it stay in place and pitch up a bit instead of moving towards the player. When the player moves under low ceilings, you might consider having the camera move down earlier (when the player first moves under). That way the player gets a better view of the area underneath or at the other side, which may be obscured by the object. All that said, there is definitely a balance to be had with free vs fancy camera controls, more contextual controls that try to give the player more looking-power (term I just made up) without forcing means more work and players may have different expectations based on if they are using a gamepad controller vs mouse and keyboard. I understand this isn't for everyone, but there is a 500ish page textbook about video game cameras, 'Real-Time Cameras' by Mark Haigh-Hutchinson (one of the devs on Metroid Prime), which has a lot of interesting insights. A google search may come up with a pdf. It's a big read but it should be good for at least a skim or when thinking about a specific problem. Bit of an essay, woops.
@nerdchomp
16 күн бұрын
Thanks for the book recommendation. I might check it out. There is surprisingly little content on the internet about third person camera systems
The look-down-when-near-the-ledge system might get annoying really quick, but it really depends on your level design. If there’s something to look at in the distance (like, a piece of a puzzle, scenic view or whatever) than it can clash the player intentions, so you should be aware of that
@nerdchomp
Ай бұрын
I've run into a little frustration with it, but I added some switches to turn it off in certain situations if the player is looking somewhere else, and it seems better now. I'll have to test it out more, and if it continues to be annoying, I'll just take it out entirely
That's awesome! Great job
I have loved making the the music for you so far mate!!! This is super inspiring stuff!
@nerdchomp
Ай бұрын
Your music makes these videos so much better!
The flower pot is super cute! ☺
Very good
This game looks really amazing and I really love the art style. Keep up the good work mate ! BTW for the rays of the camera to avoid obstacles, I don't know if this is how you're doing it but maybe you can try casting one ray and changing its rotation based on the player's movement direction. I have not done this so I don't know if it'll work but it'll help with the optimization. Cheers!
This is tremendous!
That’s so good!
Can’t wait to see you start developing levels! (:
@nerdchomp
Ай бұрын
I'm not sure how much level design I'll show on this channel, because I don't want to spoil play tests. Since it's a puzzle game I'll need as many blind runs of my levels as I can get
@Mr_Pringle593
Ай бұрын
Forgot it was a puzzle game ;-;
@nerdchomp
Ай бұрын
Haha yeah, I'll need to make sure I convey that a little better, so people aren't disappointed
@Mr_Pringle593
Ай бұрын
Also I have always wondered this, why did you make the nectar low polygon, but everything else has a very high polygon model
@nerdchomp
Ай бұрын
The nectar that the bee holds is in crystal form, and the ones in this video are actually old placeholder models. I've updated them with better models, just forgot to show them in this video lol. You can probably see them in the background in some of these shots
good luck!
omg this camera is smarter than me :)
how many ray casts do you want for your character? You: Yep!
@nerdchomp
Ай бұрын
Don't worry, I'm working on reducing the number of ray casts. I do like a good ray cast though haha
Very cool. Really nice job. If you’d be willing to share your camera recipe like your tight rope in depth piece it would be greatly appreciated.
@nerdchomp
Ай бұрын
I might if there's enough demand for it. But in general I followed the advice in that GDC talk very closely
NEW VIDEO!!!
Great video!! I'm curious how you measure the performance/optimization difference between the new and old camera systems. I'm also prone to putting too stuff much in the main character event tick lol
@nerdchomp
Ай бұрын
I just show the fps/latency and run around with and without the system on to compare. Putting things on tick is a problem of mine, so I'm trying to avoid it as much as I can
nice
Can’t wait until I can play this! Will you be doing any sort of beta testing so we can play it before its official release?
@nerdchomp
Ай бұрын
Yep, I'll definitely be doing play testing at some point. When I do, I'll probably announce it on my discord first, so join there if you wanna hear about it
Beautiful camera work. I think that getting the camera movement down for a third person game is one of the most challenging things
@nerdchomp
Ай бұрын
It really has been a challenge. I worked on this version of the camera system for over a month and I still don't think it's perfect. Sometimes I kick myself for choosing a third person camera haha
@arctiformgames
Ай бұрын
@@nerdchomp yea thats definitely a lot of time, but it looks really smooth and intuitive!
@nerdchomp
Ай бұрын
It was a lot of time, but it seems to have paid off
well it's not zooming it's simply going closer.witch look different.
easy way to optimize is just fire the raycasts on a timer instead of each frame. something like every 0.1s, or 20fps so 0.05s
@nerdchomp
Ай бұрын
I've played around with that a little bit, but it makes the camera adjustments jittery, even with a super low time interval. I might investigate why that is, because in theory you're right, that should work
when you go under something the camera should move down so that the roof of whatever your going under doesnt hit the camera
@nerdchomp
Ай бұрын
That's in there already. I'm playing around with the interpolation speed for it though. Too slow and it can still hit the ceiling while it's transitioning. Too fast and the sudden movement of the camera is jarring. I'm looking for the sweet spot and still haven't found it quite yet. Or maybe there's a different solution?
why not just give the camera a spherical collision box and have it elastically bound to the character model at a specific location? like this, it slides off of things and moves around them just as you are having it do, and it also keeps behind the direction of movement.
Have you seen "The hardest game ever" on steam? The main character in that is kind of like a 2d version of your guy. Your games are obviously different and distinct though. You're doing a lot more with the plant pot theme.
@nerdchomp
Ай бұрын
Never heard of it, but now I have to check it out haha!
this is so good, im gonna give ya ma moneis if u tell me that cam system is in the epic store. Cause that is some smooooooth operator
@nerdchomp
Ай бұрын
Not in the store right now, but who knows. Maybe in the future if enough people want it
Could you achieve the same thing giving the camera a hitbox instead of raycasting it?
Very simply said. Beautiful video. LOWK CONSIDER RENAMING THIS FROM "NECTAR DEVLOG 13" TO "TOP 10 CAMERA HAX UE"
i think too make it better for all players you shoud make a swich for it in the settings (i know you dont have that yet but you get my idea)
@nerdchomp
Ай бұрын
Yep I already planned on doing that. It's set up right now so I can turn on and off each of these things individually. Just need to add the options to the menu
So...if we arent committing to Herbert and Jerri, what about Sonny and Jer?!? Cuz it sounds like sonny and cher, he is literally a sunflower, and Jerri is a bee!
@nerdchomp
Ай бұрын
Never thought I would see the day where you waver on the names Herbert and Jerri
@myk3l9675
Ай бұрын
@@nerdchomp or even Sunny!
Will you or can you add multiplayer?
@nerdchomp
Ай бұрын
No plans to add multiplayer. I want to focus on making a solid single player experience
@Itzhasnain39
Ай бұрын
@@nerdchomp ok man the game looks cool can't wait to try it
cool. line traces are super cheap btw as far as I recall
@nerdchomp
Ай бұрын
I've been really unclear about how expensive they are. Some people say it's bad to do a lot of line traces, and others say they're basically negligible unless you're doing thousands of them at once. Either way, it's probably good practice to minimize them when I can
i feel like there should be a setting in the settings to revert to the old camera, or just a camera where it has no automatic movement in it. not sure about others, but me personally enjoy having 100% control over my camera, and not wanting it to do anything that i didn't intentionally do.
@nerdchomp
Ай бұрын
I plan on going a step further and letting the player turn off individual parts of the camera system if they want. It's already set up like that, I just need to add the options to the menu
@AndyGun11
Ай бұрын
@@nerdchomp cool
add guns
@nerdchomp
Ай бұрын
Maybe in the sequel lol
Please. I am literally begging i will pay you money please tutorial
@nerdchomp
Ай бұрын
Maybe, if there's enough demand for it, but tutorials aren't a strength of mine
get rid of the motion blur jesus