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