Defined camera transformations (shot types) and a state machine to decide between them during dialogs with NPCs.
There are 4 shot types:
Full shot
Over the shoulder shot
Neutral shot
Close up shot
In order to keep shot progression feeling natural, Full and Over the shoulder shots
should be used a couple times before opening up the chance to move on to Neutral and Close Up
shots. Furthermore, the camera should only push further in and not back out once it progressed
to at least a Neutral shot.
Dialog shot progression therefore respects the following rules:
Always start with either a Full or Over the shoulder shot
Close up and Neutral shot can only be used after Full or Over the shoulder have been used at least as often as m_CameraSettings.dialogueCameraSettings.dialogueShotLimit specifies
After a Neutral shot, the only possible next shot can be a Close up
A Close up can only be followed by a Close up
Regarding the PC_Hero the following extra rules apply:
PC_Hero will only ever be shown via a Full or Over the shoulder shot
Cutting to PC_Hero will reset the shot progression
There is a chance that the camera does not cut to PC_Hero and stays on the target NPC
On a more personal note: Unfortunately I had to bail from working on this wonderful project and can't tell when I might able to return. So I thought I should just create this pull request, since it works well despite being quite basic still.
I would have liked to figure out how to keep the camera from clipping through walls (even though that is a rare event anyway) and to emulate the original behaviour more closely (like, talking to Lord Hagen flips the camera depending on which side of his you are standing on when speaking to him).
Feedback is still massively appreciated! I will read it all and still try to fix bugs and make reasonable improvements. Thank you for your time :smiley:
This is a clean version of #357
Defined camera transformations (shot types) and a state machine to decide between them during dialogs with NPCs.
There are 4 shot types:
Close up shot
In order to keep shot progression feeling natural, Full and Over the shoulder shots should be used a couple times before opening up the chance to move on to Neutral and Close Up shots. Furthermore, the camera should only push further in and not back out once it progressed to at least a Neutral shot.
Dialog shot progression therefore respects the following rules:
A Close up can only be followed by a Close up
Regarding the PC_Hero the following extra rules apply:
On a more personal note: Unfortunately I had to bail from working on this wonderful project and can't tell when I might able to return. So I thought I should just create this pull request, since it works well despite being quite basic still. I would have liked to figure out how to keep the camera from clipping through walls (even though that is a rare event anyway) and to emulate the original behaviour more closely (like, talking to Lord Hagen flips the camera depending on which side of his you are standing on when speaking to him).
Feedback is still massively appreciated! I will read it all and still try to fix bugs and make reasonable improvements. Thank you for your time :smiley: