This replaces the default camera system in Otto Matic with a FPV only camera, which will be required for our VR port as we are looking to make the game a first person VR experience.
Featuring:
Strafe controls instead of turn (A - D or left arrow - right arrow)
Mouse look up and down, left and right
Mouse left/right turns Otto, allowing you to walk with W or up arrow, and turn with the mouse like in any other FPS game.
FPV in rocket (with limitations) and during jump-jet, as opposed to the game's default "freeze camera and point towards player" during those scenes.
Known issues
Camera Y axis free but X-Z axis locked in rocket (mentioned in #3)
This is because the Y axis (mouse vertical) simply moves the camera y axis, whereas the XZ (mouse horizontal) axes physically turn Otto. In the rocket scenes, Otto can't move so that includes physically turning on himself. Allowing Otto to move makes him able to jump off the rocket before landing which is not an option. Potential solutions
Find a way to make Otto turn on himself without allowing him to move forward or back or strafe
Ignore this issue and see how it feels in VR (might be horrible to have head axis locked?)
#8 Fixed with this pull request
Not tested at all with saucer level. In fact, not tested in many levels, this probably has several unknown issues but this is the known issues section. Prototype.
This replaces the default camera system in Otto Matic with a FPV only camera, which will be required for our VR port as we are looking to make the game a first person VR experience. Featuring:
Known issues
#8Fixed with this pull requestcloses #2