Decide hybrid camera perspective
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@@ -368,7 +368,8 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Create base player character class.
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- [x] Create player controller.
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- [x] Create camera setup.
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- [ ] Decide first-person, third-person, or hybrid camera.
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- [x] Decide first-person, third-person, or hybrid camera. Decision: hybrid camera with third person as default and optional first-person toggle.
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- [ ] Implement first/third-person camera toggle.
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- [x] Implement movement.
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- [ ] Implement sprinting.
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- [ ] Define real-world baseline walking speed.
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@@ -1443,4 +1444,4 @@ Earliest incomplete foundation items:
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Immediate next item:
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- [ ] Decide first-person, third-person, or hybrid camera.
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- [ ] Implement first/third-person camera toggle.
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@@ -0,0 +1,54 @@
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# Camera Perspective Decision
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## Decision
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Agrarian will use a hybrid camera model:
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- default view: third person;
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- optional view: first person;
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- player can switch from third person to first person and back during play.
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Third person is the baseline because Agrarian needs strong body, clothing,
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weather, injury, carried-load, tool-use, shelter-building, and environmental
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awareness. First person is still valuable for immersion, close inspection,
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interior spaces, aiming future tools/weapons, and players who prefer that view.
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## MVP Direction
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The current character already uses a third-person orbit camera with a spring
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arm. That remains the default MVP camera.
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The first implementation pass should add a local player camera toggle that:
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- switches to a first-person camera position;
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- hides or adjusts the local player mesh if it blocks the view;
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- returns cleanly to the third-person spring-arm view;
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- keeps movement and interaction behavior consistent;
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- does not affect server authority or replicated gameplay state.
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## Rules
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- Camera perspective is a local presentation choice, not authoritative gameplay
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state.
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- Third person remains the tested default for investor/demo builds until the
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first-person view is comfortable.
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- First person should not provide a gameplay exploit, such as seeing through
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walls, shelter pieces, terrain, or the player mesh.
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- Building, gathering, crafting, fire use, shelter use, and future combat/tool
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interactions must remain usable in both views before first person is treated
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as production-ready.
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- Any camera toggle input should use the existing Enhanced Input system and
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follow the `IA_` asset naming convention.
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## Follow-Up Implementation
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Add a roadmap item for implementing the first/third-person camera toggle. That
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work should include:
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- input action and mapping;
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- camera mode state on the local character;
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- first-person camera offset/tuning;
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- third-person return behavior;
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- local mesh visibility handling;
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- interaction trace validation in both modes;
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- smoke test or manual test notes.
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