The camera system allows the player view to be manipulated by the movement of a target component or target event
Goals
The movement should be smooth, not abrupt.
Avoid vertigo, dizziness and other qualitatively unpleasant feelings
Player's view can be shifted to other non-player objects and characters
User should have a clear understanding of where their character is at all times
## Acceptance criteria / User Stories
When moving the character across an environment, the camera follows their movement smoothly
A lock node system is in place such that tracking targets can be modified away from the player character
### Stories
- [x] #7 - The camera moves with the player
- [x] #9 - Focus on specified objects
## Timeline
This epic is partially blocked by #2: Entity movement.
But creation of the camera controller and tracking logic can be in place before then
## Prioritisation / Product value
Essential to user experience, Camera movement is almost as crucial as player movement.
With limited / no camera movement, the player's ability to move and explore the environment is extremely limited.
P1.
Description
The camera system allows the player view to be manipulated by the movement of a target component or target event
Goals
The movement should be smooth, not abrupt. Avoid vertigo, dizziness and other qualitatively unpleasant feelings Player's view can be shifted to other non-player objects and characters User should have a clear understanding of where their character is at all times
## Acceptance criteria / User Stories When moving the character across an environment, the camera follows their movement smoothly A lock node system is in place such that tracking targets can be modified away from the player character ### Stories - [x] #7 - The camera moves with the player - [x] #9 - Focus on specified objects ## Timeline This epic is partially blocked by #2: Entity movement. But creation of the camera controller and tracking logic can be in place before then ## Prioritisation / Product value Essential to user experience, Camera movement is almost as crucial as player movement. With limited / no camera movement, the player's ability to move and explore the environment is extremely limited. P1.