ExOK / Celeste64

A game made by the Celeste developers in a week(ish, closer to 2)
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Snap the camera to the nearest 90 degrees if we're close enough #48

Open ZakFahey opened 5 months ago

ZakFahey commented 5 months ago

While playing the game I was bothered by the fact that the camera can get misaligned to where it's just a few degrees shy of straight forward. This makes it annoying to line up some jumps. So now, when you get within 18 degrees of one of the four 90 degree directions, you'll snap straight ahead. I played around with the numbers, and this amount of sensitivity feels best (at least with the keyboard; haven't tested with controllers). If you think the number should be lower or higher, let me know. Here is a demonstration of the change: https://www.youtube.com/watch?v=sUO0gDmANLQ

I checked and this doesn't break how the camera moves when you round a corner while climbing. No regressions from what I can tell.

ZakFahey commented 5 months ago

Noticing that even after this, if you move left or right, the camera tilts a bit, which makes Madeline move at a slight angle. I've missed a bunch of jumps due to this, but removing that effect wouldn't be ideal either. Maybe an option to remove it would be good, or perhaps the left-right camera tilt shouldn't affect player direction. What do you think?

ZakFahey commented 5 months ago

I've rebased this on top of https://github.com/ExOK/Celeste64/pull/45 to help prevent merge conflicts.

NoelFB commented 5 months ago

This is a cool idea but it also feels like a fairly big change to how the game controls (even though I agree as it currently is the Camera is fairly unwieldy). I'm hesitant to include this right now but I am gonna pull and try it out soon.

ZakFahey commented 5 months ago

Yeah my intent here is for this to be subtle enough that players won't notice it, but if they want the camera angle to be aligned with the grid, they easily can. If they want the camera to be slightly offset, it shouldn't snap back when they're not expecting it. As it is now though, because the camera rotation speed isn't perfectly divisible, it's often not possible at all to get the preferred camera angle, even with frame perfect button presses.

To that effect I did notice that if you're at one of the snapped angles and you lightly tap A or D, it quickly snaps right back, which does feel a little unnatural and breaks the "players shouldn't notice this" rule. It's a bit of a nitpick but I could understand wanting to hardcore a special case to handle this.

iProgramMC commented 4 months ago

Noticing that even after this, if you move left or right, the camera tilts a bit, which makes Madeline move at a slight angle.

PR #60 fixed that :)