Loved the artstyle, but controls... uhh... let's say they were on par with a bad PC port of Sonic Adventure. I can barely control where I'm going, because the camera just rotates randomly. Something I'll never miss from the old days.
Loved the artstyle, but controls... uhh... let's say they were on par with a bad PC port of Sonic Adventure. I can barely control where I'm going, because the camera just rotates randomly. Something I'll never miss from the old days.
The controls are the only gripe I have with this amazing work.
If I was in Unity, I would address this issue by manually placing a bunch of virtual cameras in the world and using cinemachine to blend between them. The size of this world is small enough to justify manual placement and configuration of each. You could also just focus on the complex areas and let the default follow cam handle the rest.
This really wants to be controlled by twin thumbsticks.
..or mouse for camera.
But I kind of understand it. I did a somehow similar project before and for people who are not trained in video game style controls it is quite hard to get used to them ad-hoc.
Assuming this project is at least partially aimed at art directors, project leads and such aka people who aren't necessarily gamers, detached movement/camera controls are a bit risky.
The mouse look was actually something I was kind of wanting wandering around.
There were a lot of cool scenic locations, that almost beg for the ability to just stand somewhere and look around, yet you can't really look down or up very conveniently.
Also, walking locations where you might fall, be kind of nice to be able to look at where you're aiming at. Minor nit mostly, just fit the explore a scenic island theme.
There is some level of mouse look. I suspect together with not locking the cursor/the cursor leaving the window, this is part of why people report issues.