2 min read
Camera Movement

I debated whether to add camera movement to Skymagi.

From a UX perspective, having a locked camera and ensuring both castles during combat are constrained within that viewport makes a lot of sense. It reduces the burden of managing a camera.

However, I want the mages to be able to walk off the castle and go to a shop.

SCOPE CREEP. We wanted to finish this game!

-Kittems from the Future

And for a group of mages to walk into a shop offscreen, the camera must be able to move with them.

I did make a mental note that I should consider only providing unconstrained camera on missions where you’d want it, and otherwise lock it.

Camera movement was a simple addition to my RenderSystem, LibGDX did the heavy lifting:

Camera Movement

And Zoom was a quick follow-up, though I had to add maximum and minimums to avoid assets looking blurry.

Camera Zoom