Devlog Week 2: Fixing Camera Jitter


Most of this week was spent gutting the old camera system and replacing it with Cinemachine (which is part of the Unity 2018 standard assets now). It's definitely overkill for my needs, but it's a super powerful set of tools. It isn't exactly the most intuitive, but I've got it (mostly) to a point where it does everything I need. There's some wonkiness in terms of how you get cameras to orbit around a target - you have to feed it an x-axis input, which makes sense if it's something you want to have the player control with the mouse / right thumbstick, but if you have your own paradigm for it, you have to bodge it around this model. My solution is pretty ugly, it involves solving for the rotation I want the camera to end up at, and then feeding it generated inputs until it gets within a reasonable distance to the target rotation. It works, but I am soooo far from happy with my solution.


Other work this week was mostly just polish. Cleaned up a few bugs + logical inconsistencies, did a fair bit of environment detailing, and got rid of an issue where the log would get spammed with errors when trying to advance dialog on the first frame it appears.


That's all for this week, next week is going to be a last push before the first version of the demo is 'officially' released. Expect a fair chunk of visual improvements, and if there's time, perhaps some more content. Thanks for reading, and I'll be back next Friday!


NOTE: The latest build is publicly available to download if you're interested in trying it out!

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