I don't know how I did it, but while I was migrating my previous third person camera controller to free look (like The Witcher or Mass Effect, the previous one was like Dragon Age), I totally broke it. As I always say: if you want to be a programmer, you must be ready at any time to discard your code and start over again, so I went back to an old prototype that works as intended and got that code. It doesn't supports Xbox controller, but it is easy to add it.
Fortunately, I still had that old prototype. I think I wanted to delete it some months ago, but I decided to save it as reference, and this is a very important lesson: don't throw away anything (code or assets), unless you are 100% sure you have a better solution for that very problem. In my case, I thought I would be using a Dragon Age like camera, but I kept that code in case I had to deal with another project.
Why I am changing to free look camera mode? Because it is better suited for controllers. Actually, I have no idea about how to translate a 10 slot quickbar to a controller, unless I use the bumpers or triggers as modifiers. One of the bad things I see about using a controller, in my limited experience, is that combat can't be full real time: the player must pause to cast skills. Obviously, the controller will never match the functionality of keyboard and mouse.
Fortunately, I still had that old prototype. I think I wanted to delete it some months ago, but I decided to save it as reference, and this is a very important lesson: don't throw away anything (code or assets), unless you are 100% sure you have a better solution for that very problem. In my case, I thought I would be using a Dragon Age like camera, but I kept that code in case I had to deal with another project.
Why I am changing to free look camera mode? Because it is better suited for controllers. Actually, I have no idea about how to translate a 10 slot quickbar to a controller, unless I use the bumpers or triggers as modifiers. One of the bad things I see about using a controller, in my limited experience, is that combat can't be full real time: the player must pause to cast skills. Obviously, the controller will never match the functionality of keyboard and mouse.
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