Christian Hotte

Tower Tanks: Third Camera Revision

My goal with this task is to implement our new plan for the in-level camera manager. Figuring out a camera system that works for this game has proven to be among the most stubbornly difficult-to-design-around problems we've faced during this development. The camera needs to be able to present a very clear and readable view of the inside of the player tank at all times so that players can navigate it smoothly as a level, however it also needs to be able to fit an engaged enemy tank onscreen. Keep in mind this enemy tank may be boarded at any time by the players, and thus also becomes a level which must be navigable without having to squint too hard. On top of that, because tank combat often begins at long distances, secondary visualization is required for gunners to be able to track the trajectory of outgoing and incoming fire.

So far, our answer to this problem has been incomplete. We have opted for a splitscreen-style camera system which focuses the player tank center-screen until an enemy combatant ventures within combat range. At that point, the system switches abruptly to a 50/50 split of the screen, with the two tanks arranged in the order they appear in the level (in theory if the player tank was ambushed from behind, the enemy combat cam would appear on the left). Above these two split screens is the "radar cam," which visualizes the combat as a whole and allows for aiming. When the two tanks are within a designated distance threshold from each other, their cameras become merged until they break the threshold.

CombatTankCam_oldUI The old system

This methodology has been a pain point for playtesters. Given that smooth animations are not implemented for the splitscreen, players become frustrated and lose track of themselves when the camera shifts abruptly. Also, we end up wasting a bunch of precious screen space when there is a stark difference in size between combatants, because the mirrored cameras must match each other in scale. This especially punishes long tanks. Furthermore, the radar screen often provides redundant and unclear information, because it is simply a zoomed-out version of the normal camera that vertically moves to capture both tanks, which it often struggles to do when the altitude separation is sharp enough.

Our new solution is as follows:

CombatTankCam_merged CombatTankCam_newUI PlayerTankCam_newUI UI overhaul, still with the old camera system

Because this overhaul is so extensive, I will be rebuilding the camera script from scratch.

Starting Thoughts:

4/8/2025 - Tues

4/9/2025 - Wed

4/10/2025 - Thurs

4/16/2025 - Wed

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5/1/2025 - Thurs

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5/4/2025 - Sun: