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Battle Presentation & Camera

FatherNoTimeGames edited this page Oct 9, 2026 · 1 revision

Battle Presentation & Camera

Current Direction

The battle presentation target is a 3D diorama battle stage with camera presets.

The first version should use toggleable camera presets.

Expected presets may include:

  • Classic side view.
  • Over-the-shoulder party view.
  • Diorama angled view.
  • Boss-specific framing.

Screen Orientation Consideration

Because sensor-based rotation is allowed, battle presentation must consider both portrait and landscape framing.

Possible approach:

  • Portrait uses a more vertical battle framing.
  • Landscape uses a wider battle framing.
  • Camera presets may differ by orientation.

Open question:

  • Should battle camera presets be orientation-specific?

Long-Term Camera Goal

Long-term, the desired option is a rotatable camera, while preserving the original preset angles.

Possible evolution path:

  1. Locked preset cameras.
  2. Toggleable presets.
  3. Limited rotation around a diorama.
  4. Full or semi-free rotation with collision/occlusion handling.

Safe Room and Hub Camera

Safe room and hub presentation are likely fine being static.

Optional later polish:

  • Rotatable character preview.
  • Preset camera views for equipment inspection.
  • Turntable character view.

These are low priority.

Camera Control Concerns

A freely rotatable camera affects:

  • Target selection.
  • UI readability.
  • Animation framing.
  • VFX visibility.
  • Arena art completeness.
  • Camera collision/occlusion.
  • Controller/mouse input.

Therefore, preset-toggle cameras are the safer first implementation.

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