Camera

9

Something im struggling with is turning the camera while im moving, i find it really awkward to spin but im sure others dont so was wondering it was viable to add a follow camera.

What i mean by this that when checked your camera will always snap to behind your char, i can see issues with this in some areas so im not sure how it might work but unless i map it to my keyboard i find the middle mosue button wierd to use in a fight.


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Camera
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7 years 47 days ago

Hi Tonton. Let me guess, french? well, if it's that, good job on your main feedback, english can be a pain to frogs :) (you can flame me, i'm from french part of Belgium)


The camera was, to me, an issue too. And we aren't the only ones. After some hours, still, it's easier. But yeah, in the end, having the possibility of a cam that follow the hero when you move would be great. Could configure reload on mid mouse button :D

I don't believe a FPS view would be great on this game, still. Would have been terrible on Eternal Crusade, because it's actually kind of an FPS, but since WH40KIM (let's call it KIM? :D ) is more of a hack n slash I don't believe it would fit to the game. But of course I am no epileptic. I just though it was about flashes and colors changing quickly that issued with epilepsy.

Still, camera was the only point I really wanted to discuss, but your main feedback is pretty detailed. Nice job :)

7 years 48 days ago

Same here.

Adding a pursuit mode for camera would be a good start to fix this (even considering rotation keys).

Since fps is avaiable (when controling enemy's turret), i'm really curious to see how game is through tps view.

And even more in fps view (for health purpose : epileptic).

7 years 61 days ago

Same here. I played.. one mission.. (yet) and the biggest issue I can see for now is that the camera is not following the character when you turn. As Deadcrom says, walls are pretty high and sometimes you just can't see all the enemies coz they're hiding next to a big wall. Since WH40KIM is an Action RTS (or hack n slash), it's not easy to fight while moving cam. 


My suggestions would be to turn the cam with the Hero, or to fix the cam a little higher and make walls transparent/see-through. Overall, the second option is maybe more possible and still allows to turn the camera after a fight, while not suffering from the "hidden" mobs. 



7 years 67 days ago

I agree it find trying to smite the emperors foes and adjusting the camera at the same time to be a little awkward 

7 years 67 days ago
Posted by Irrelewahnt 7 years 68 days ago

I wish there was an option to bind the middle mouse funktions to keyboard keys :(.  The rotation with middle mouse will be easyer with a gamepad but for me thats not an option. I realy wish we can bind the rotation buttons somewhere else.

You can rebind a "rotate left" and "rotate right" button (I recommend number keys for those for example - or Q and E).

This comment was edited 7 years 67 days ago by DatonKallandor
7 years 67 days ago
Posted by DatonKallandor 7 years 68 days ago

There are a few games that could be used as inspirations for how to handle the camera little better. Battlerite and Helldivers are both good examples of the kind of action based isometric combat Martyr has, and in both of those one of those, to eliminate the need for camera rotation, the camera is allowed to follow the mouse cursor, keeping the character on the edge of the screen farthest from the cursor as an anchor.

Very much this. A tracking camera would be hugely beneficial, as would the character away from the centre of the screen to give more forward visibility.

7 years 68 days ago

I wish there was an option to bind the middle mouse funktions to keyboard keys :(.  The rotation with middle mouse will be easyer with a gamepad but for me thats not an option. I realy wish we can bind the rotation buttons somewhere else.

7 years 68 days ago

There are a few games that could be used as inspirations for how to handle the camera little better. Battlerite and Helldivers are both good examples of the kind of action based isometric combat Martyr has, and in both of those one of those, to eliminate the need for camera rotation, the camera is allowed to follow the mouse cursor, keeping the character on the edge of the screen farthest from the cursor as an anchor.

7 years 68 days ago

I suspect the difficulty isnt with the camera, but with the level design. The walls go up so high that it forces you to adjust based on angle. Not to mention the camera, as high as it is, isnt really that high. Unless you are in an outdoor area, you will have to adjust to turning you camera unlike other games like Grim dawn where in their dungeons the walls are designed so that you can see over them. A new habit to get used to I guess.