Written by: on Fri Jul 04

Devlog #2: Managing interiors

Getting inside caves in a Cavemen game seems like a pretty must have feature. However, having an ortographic camera meant having a different approach

Abstract digital artwork showing the fusion of human and artificial intelligence creativity
~2 MIN

Mancaves

Okay, so obviously, we have to have caves. However, quite early in the game Development I’ve figured out that managing interiors (without loading screens) could prove to be an issue, due to the game having an orthographic camera perspective.

How could we create a seamless, atmospheric experience while respecting our camera setup? Cave


Old school cool

The solution came from nostalgia. Inspired by classic adventure games like Grim Fandango, we embraced the fixed camera perspective.

Scene


Result

To achieve this, we pumped up the cave material. This material dynamically disappears once the character enters the cave, on trigger it hides the walls that would otherwise obstruct the camera’s view. In the meantime camera will be guided it into the optimal fixed interior viewpoint as the character moves inside.

This combined approach allows for clear visuals without losing immersion and without adding loading screens.

Check out the WIP video below to see this method in action !

#oldschoolcool

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