RE: talking about camera

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one of most important part of a game is camera system.

In 2d games we can say the camera system isn't much hard to control. You can easily use static camera which move with player or in some advance could be moved by player in some situations.

BUT when it comes to 3d you can't just put a camera behind the player and give control to them!
Why? Well in 3d other object or even enemies could blind player view.

Let's talk about some good examples:

Fixed camera angle:
from RE 1 to 3.
Resident_Evil_2_RPD.png

In horror franchises like resident evil
, Silent hill this special camera system always had and have a sepcial place.

The horror you can't see corners and feel fear what's near you which you can't see. This camera system keep player feel unsafe while they exploring rooms and corridors.

Helping player to find items and puzzels with a better look. Yes they coukd use siometric camera but it couldn't boost fear atmosphere for player as angle system.
police-station-courtyard-live-selection-fight.png

this is one of most iconic fight of re3 the nemesis first encounter. As you can see the nemesis is so fast and for run away from him you move around the map. As the camera move you can't see nemesis and you don't know is he near or is he far? Nemesis has a tentacle grab,which he use it in middle range.this powerful attack make player to keep running around and try dodge attack.

fixed camera angle is a annoying camera view but still powerful and if it's use on right location.

isometric camera
from RE 4 to 6.
Resident_Evil_4_Ganado_village.png

Better camera system for shooter fans. Unlike fixed camera angle you can check every single location and look where ever you want!

More freedom and better exploring with a nice change for shooting mode make this camera system very good for fighting and exploring areas.

This camera system was a great choice for RE4. We don't play inside a small corridors or long streets feeled with walking corpes. This time we move in a very bigger area which don't have much location or angle for fixed camera view.

This camera view also used in silent hill origin but not good as this one.

this camera view made RE4 one of best games on franchise for a long time but it couldn't save RE5 and RE6 because of adding to much guns!

First person camera:
from RE 7 to RE 8 village.
33N4VYVhdMFYBbF2e8PDLD-970-80.jpg.webp

One of greatest change in whole series was this camera system. So many same stuffs like same characters or elements but this camera system save whole franchise from the call of evil made in RE5.

first person camera system has the good fighting and exploring of isometric and limited view of fixed angle camera.

With good points of both and good story,RE 7 become one of best game of RE series.

This camera view make finding key items easier and keep bonus items hidden as well.

You can't trust to your back,and so many scenarios improved by this camera system. For example jqck baker breaking wall and come to life after the car crash or police officer get killed.

If they where in isometric or fixed angle camera some part woukd spoil or don't have the smae fellimg as first perso.

effects and actions of fighting make the gameplay better and better for player.

END:

the camera view could improve your gameplay or make it bad. No matter how much hard you try. It woth nothing when people look in wrong location.

Hope it helps and happy to see what do you think.

P.V: you read whole of this? Glad to hear,hope it helps and remind good old days.
 
Never liked fixed camera angle. Resident Evil games were "ugh" to play until 4th game but 1st and 3rd game are fun and especially 3rd game is a really great game. I especially liked to explore different outcomes of some situations depending on what you choose. It added replay value and opportunity to get different tastes in the story. Since 4th game the RE games themselves "ugh" lol. They even ruined RE3 Remake by not including tons of content the original had so me crying. ::sadkirby
 
Never liked fixed camera angle. Resident Evil games were "ugh" to play until 4th game but 1st and 3rd game are fun and especially 3rd game is a really great game. I especially liked to explore different outcomes of some situations depending on what you choose. It added replay value and opportunity to get different tastes in the story. Since 4th game the RE games themselves "ugh" lol. They even ruined RE3 Remake by not including tons of content the original had so me crying. ::sadkirby
Fixed camera system make me sick in re2 for crews corridor first time I check everyplace for ammo. When I find some on corpes of police officer in crew corridor suddenly they break in and I lost my cobtrol and don't know where to run,even shot some bullets!


Yeah re3 remake was really bad. Seriously we buy game for nemesis but now everyone owned him as they want! Carlos use RPG? also it dogs form remind me tigerx not resident evil. Did you know in easy and normal nemesis die immediately by a grand?
Also this video explained how they destroy him!
 
Yeah re3 remake was really bad. Seriously we buy game for nemesis but now everyone owned him as they want! Carlos use RPG? also it dogs form remind me tigerx not resident evil. Did you know in easy and normal nemesis die immediately by a grand?
Also this video explained how they destroy him!
It really seems like Crapcom developed RE3 Remake by sticking to assets from RE2 Remake as much as possible without wasting budget to create new assets and they just watched random original RE3 playthrough to learn "how the original was" by skipping the video a lot and just making the remake seem like the original but it's a very pointless remake.

I don't see the point of a remake that doesn't actually improve the original. For example RE2 Remake improves the original but fans may hate the way the game got easier, and then RE3 Remake cuts too much content and makes the game so easy. In the original Nemesis could appear anytime but it was rather so random you restart the game again and again but where and when Nemesis may show up is so different. In the remake Nemesis shows up in fixed places and when he does he is no threat at all lol. Well yeah the game has "difficulty" option but in new games hardest difficulty is usually "one shot kills you but enemies are bullet sponges with unnatural good skill to kill you" which I don't call this hard, it's unfair lol.

Now they make games so easy it's like there is nothing to play. For example when I played CyberJunk 2077 I could easily dodge bullets by just simply walking lol. Making games easier and making game unfair for "hard" difficulty is a really nonsense aspect of new games.
 
In 2d games we can say the camera system isn't much hard to control. You can easily use static camera which move with player or in some advance could be moved by player in some situations.
I agree with what you say about 3d cameras but you shouldn't be so dismissive of the nuances around 2d cameras. The way a camera follows a 2d character can vary a lot more than you'd think and can be used in different ways. Super Metroid is full of hidden scroll blocks that restrict the camera in different ways in different rooms either to conceal secrets or add dramatic effect before revealing something. Hollow Knight uses a lot of the same kinds of camera scrolling tricks. The camera scrolling in the classic Sonic the Hedgehog games was finetuned by the developers to convey a sense of speed when Sonic starts moving fast buy still allows the player to mostly see what's happening on the screen, until you go so fast you briefly fly off the screen. All of that was a conscious decision by the developers. Just because there's one less dimension doesn't mean 2d cameras aren't an equally important consideration in your game design.
 
Camera shouldn't be a concern to the player, that's ultimately the goal but we've driven game design to a point where controlling it is almost essential for someone's enjoyment.

and RE4 isn't an isometric camera, where did you even read that??
 
I unironicalloy love tank controls and fixed camera angles in horror games.
Tank controls because it adds so much to the tension (to me) when you have to be economical and mindful of your movement, especially when most enemies are faster than you, and makes crowds of slow lumbering zombies scarier to navigate.
Fixed camera angles because it makes for a suspenseful feeling, like you're not in total control, which helps with the scary-factor alot. Stuff can be moving ahead of you without you knowing it and forces you to explore, and the way it forces the environment to be interpreted in a particular way makes for cool setups and traps and the like.
 
Is classic RE anything like that Scooby Doo game on N64?
not a joke question
you have item collecting and puzzles, monster evading, limited resources, fixed camera angles, and all that
 
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Camera shouldn't be a concern to the player, that's ultimately the goal but we've driven game design to a point where controlling it is almost essential for someone's enjoyment.

and RE4 isn't an isometric camera, where did you even read that??
Sorry as I checked it was shoulder camera system,I thought it is mainly isometric like 3d game I played.

P.V: shoulder camera system stick near the left shoukder of character and come closer in combat like evil within 1 and 2,not 3 because it doesn't exist.
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Is classic RE anything like that Scooby Doo game on N64?
not a joke question
you have item collecting and puzzles, monster evading, limited resources, fixed camera angles, and all that
I Played both of them and I can tell you they have same points.
The main diffrent was you don't kill monster instead you reveal their face in scooby doo and it fixed camera become very funny when the guard fall on the ground.

scooby doo had some good chase action like museum dakr knight and the yetty part.

Scooby doo had less cutscen and pre-renderd images for background try to keep it cartonic graphic and stay away from realistic. Also even if you scare in scooby doo it more fun.

One of main differences was item management in re2 orginal which add more fear. Atmosphere,blood and gore change them more.
 
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Is classic RE anything like that Scooby Doo game on N64?
not a joke question
you have item collecting and puzzles, monster evading, limited resources, fixed camera angles, and all that
I remember playing that once, It is a bit like classic RE. I think fixed cameras like that can be a little confusing, you don't know what direction you'll be facing according to the camera upon changing the angle.

Scooby Doo Night of 100 Frights had a slightly better system where in some places, the camera followed but at a fixed angle, and in others there were triggers that caused the camera to slide from one position to the next, so it wasn't disorienting.
 
Scooby Doo Night of 100 Frights had a slightly better system where in some places, the camera followed but at a fixed angle, and in others there were triggers that caused the camera to slide from one position to the next, so it wasn't disorienting.
Night of 100 Frights is incomparable. It's a completely different kind of game. Although the camera on a track sort of system was pretty good. Fixed angles but follows you around in some places, and changing angle to follow you around corners or up a spiraling ramp in others.
 
Night of 100 Frights is incomparable. It's a completely different kind of game. Although the camera on a track sort of system was pretty good. Fixed angles but follows you around in some places, and changing angle to follow you around corners or up a spiraling ramp in others.
Yeah, something like that would be really nice for a RE style game
 
I used to code my own simple camera controller script that uses the right stick or mouse movement to rotate the camera around the player character. You could also add a x/y offset or z distance depending on the situation.

I started using Unity 3D's Cinemachine package that has lots of nice functionality for some interesting and dynamic game camera features. It does take some extra learning but it seems like an essential feature to using Unity game engine.

I read in a interview about Super Mario Galaxy that there was a time when players were not expected to control the game camera and many players found it difficult. These days it seems like a standard feature and most game controller have two sticks.
 
I used to code my own simple camera controller script that uses the right stick or mouse movement to rotate the camera around the player character. You could also add a x/y offset or z distance depending on the situation.

I started using Unity 3D's Cinemachine package that has lots of nice functionality for some interesting and dynamic game camera features. It does take some extra learning but it seems like an essential feature to using Unity game engine.

I read in a interview about Super Mario Galaxy that there was a time when players were not expected to control the game camera and many players found it difficult. These days it seems like a standard feature and most game controller have two sticks.
Nintendo really tried to fight it though. They honestly believed that the camera shouldn't be the player's responsibility and it should only correct itself every so often.

I never wanted to use Cinemachine ::sailor-embarrassed I get a bit iffy with blackbox components; I like to have control over these things. While it's magical to use, I do prefer to figure out my solutions.
 
It is fun to write code to do stuff. My favorite things are writing character controllers and enemy intelligence. Camera movement does seem like an entire field of study would probably take me forever to recreate what cinemachine does. It can be a bit glitchy at times and it does make me wish I created my own code for it.

I been thinking about the idea of making fixed or limited control camera games to be played in a internet browser. One bad thing about full control camera games on pc is they need to take access of the mouse position which many players do not like if they are trying a new game.
 
enemy intelligence.
One of things you can do is using old ways,or learb it from others code.

I even know there was a book about enemies intelligence. One of my faverite enemies system belomg to call of duty 1(never played it for some reasons). It made by quack engine and some generated codes. I find out I cna open their .gcc files on folders. It has a special integer "bravness" make enemies and allies have diffrent behavior. In game so many times your allies rather take cover or don't go further. But enemies......well they run to you in any chance. Rather to get killed instead cover and throw grands. It becuase allies bravness value always is under 10 while enmies always near 50!

Also when you read those could you find some comments between developer explain bugs and other stuffs.

Also explained video about pacman ghosts and other old engine can be helpful.

Most funny thing about call of duty 1 is all of enemies and allies have a large state under "self" function like type of weapons and grand while they can carry no grand or medkit!

character controllers
which of them? Tank,moose press or old fps one(wasd)?
 
One of things you can do is using old ways,or learb it from others code.

I even know there was a book about enemies intelligence. One of my faverite enemies system belomg to call of duty 1(never played it for some reasons). It made by quack engine and some generated codes. I find out I cna open their .gcc files on folders. It has a special integer "bravness" make enemies and allies have diffrent behavior. In game so many times your allies rather take cover or don't go further. But enemies......well they run to you in any chance. Rather to get killed instead cover and throw grands. It becuase allies bravness value always is under 10 while enmies always near 50!

Also when you read those could you find some comments between developer explain bugs and other stuffs.

Also explained video about pacman ghosts and other old engine can be helpful.

Most funny thing about call of duty 1 is all of enemies and allies have a large state under "self" function like type of weapons and grand while they can carry no grand or medkit!


which of them? Tank,moose press or old fps one(wasd)?
I braveness function seems like a good idea. Im about to write some enemy logic for a 2D shmup game. One game that I want it to be like is Guerilla War for NES. The enemies had very good AI for the time. They would follow different patterns depending on the situation. They would run away and regroup or sometimes hide behind prisoners.

I remember those old call of duty games they were fun.


For character controllers I been liking camera dependent movement. Its the new standard for todays games. I also like raycasting to check for the ground and adjusting for slopes. I got a 3d platformer prototype i been working on that I can share some soon. Eventually I want it to be a parkour game with cartoony graphics and maybe some online functionality where you see other players
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you gave them limited options they complain, you give them all the options and they don't want to play.


ohhhhh the gamers
Thats really true. And streamers will act like they know everything about making games. Its difficult to not be pushed around by all the opinions.
 
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I got a 3d platformer prototype
Thats really good. One of work I do is using old sprites and images from old games to making 3d models(as refrence in face). I made a sword from one of yu gi oh cards (sword in stone monster) and it was better than what I accepted.

One of important thing about platforms is their shape. For example is games have fall damage and too many holes.

One of things you can do is "redesign" or inspired from old maps and area. I have so good examples of redisgn,which I want to make another thread for it later.

different patterns
One of best thing an enemy or a boss can have is diffent pattern. I believe you can use enemies hp,attack and player state as triggers for patterns.
Like:
If enemies HP is lower than 30% they can choose to regroup,call for help and run away. If it's under 10% run away from player abd hide.

If player attacks is more than half of enemies HP,enemies has more chance for run away or hide. If its less they have more chance for regroup.
And etc.

Ways are many and best thing you can do is choose a way and start it.

It could be a good idea. I like games let you explore with parkor and jump around. Story could be side part for it.

Thats really true. And streamers will act like they know everything about making games. Its difficult to not be pushed around by all the opinions.
Streamers after playing level devil:
I know game better than developers!
*as they get the wall traps again*
Streamers:.......but I can make one game better than them!
*when they try and crash in 1000 diffent way*
Streamers:.......lets just talk but not try!
 
I would be interested in a level design thread.

Yeah, Im thinking while working on a full 3d platformer I can use the same code to build a free to play parkour game and make extra $ using Unity Ads. Stages are gonna be short and get progressively more difficult. Also it would be great to have simple online features like seeing other players or player ghosts to help get thru the levels

Lol true about streamers. Everything in game design is difficult even things that are expected to be simple. Moving in the correct direction on slopes, good jumping physics, and even aiming/shooting can be a challenge. I just found out how much work goes into making an accurate on screen mouse cursor for shooting in a shmup game is. Had to get the mouse position converted to world space, and then shoot a raycast to hit an imaginary plane that sits on the z position where bullets go. All that to get a point to where the player character is supposed to look at while shooting. Still at the prototyping part of this game and didnt even begin the game/level design which is an equal challenge.
 
accurate on screen mouse cursor for shooting
Even good games had mouse problems. Most important part is adding a sences for mouse movement. Also sometimes bug could happend for camera system use like entering models or go out of where you want!


players or player ghosts to help get thru the levels
This remind me specter future in online games. For example in peak(a game about climbing from a moutain) when players die they can spect others as ghost.

For online future you can add a challanging part like team match. Who earn more points is the winner or reach the goal faster.


level design thread
That could be great. One training ways is using game moded for changing maps or adding enemies.

i actually thinking about a thread for talking about videogames level design and enemies patterns. Like old mario snes first level. I'm not sure for some reasons.

Anyway making games could be a pice of cake or taking a rare stake from T-rex mouth.

I hope you make your parkour game as you want.
 

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