Some Design Dilemmas Im Having
Im making a cartoony 3D shooter, similar gameplay to boomer shooters, but still not sure if Im getting things right. There are some problems with third person camera and first person, and Im not entirely sure the movement is right.
Camera Perspective
So I want to have the camera in third person, behind the player, kinda like Splatoon, and Ive had it this way through the whole development, as I think its important to see the main characters for this game in particular. However this has caused some level design problems, as rooms have to be pretty big to account for the camera colliding against all the walls, but this makes it super easy to avoid enemies attacks whereas they could benefit from trapping catching you in tight spaces, or making their projectiles harder to avoid.
Ive been trying out first person, but somehow it just feels very wrong. It feels way too zoomed in or like Im not seeing everything, maybe because Im used to third person here though, but Ive kinda felt this with every first person project Ive made, it just somehow doesnt feel natural. It also doesnt help that the main character is pretty short, so the camera kinda has to be low down too. And your weapon is in fact a messenger bag monster (yeah, it makes more sense in the context of the game) so I would think that first person would allow more focus on him, but it kinda seems worse, and as I said, I want both main characters visible ideally. I wouldnt be against having a little animated hud face though, like a lot of the old games had.
Heres screenshots of third person and first person just to get the idea https://imgur.com/a/MsrmwiI
Movement
I cant actually quite tell if the movement is good or not. Its not too fast, not too slow, and you have a dash ability with a short cooldown, and a short double jump. But I was thinking it could benefit from feeling faster, smoother and bouncier like boomer shooters generally are, however that requires either the player to be very well animated (Id say my animations are fine but not amazing) or first person perspective so that the camera can slide and bounce around properly. But even then, that brings up another problem, I dont want maps to just be rushed through, because, as Im sure most of you know map building can take a pretty damn long time, and it can make it even harder for enemies to fight back (although somehow Doom makes it work?)
So yeah, Im still experimenting with this, and to some degree I cant really make a decision until I have more enemies added and more different types of levels to test in, but Im just wondering what you guys would suggest, since I dont want to risk continuing making things the wrong way. Its really difficult to tell when there are pros and cons to both
Posted Jun 12, 2024, 2:48 AM UTC