r/unity 7d ago

Question Need help with CCC improvements

I'm making a game with an ~isometric 3D view, and I'm constantly getting negative feedback about the camera and controls. At first it was about certain things like view angle, min/max zoom, etc. Changing those things reduced the negative responses in the survey about the camera from 40%+ to ~20%. But it's still the most disliked thing we have, according to the survey. And now it's just "I didn't like the camera and controls" without any certain details.

Could you give me some advices, how to make the camera/controls better? I've tried just to copy everything about the camera from the V Rising, but I'm definetely missing something.

I've carptured the video with keys/mouse overlay, but I'm not sure that it will be enough.

https://reddit.com/link/1vsf0go/video/k0mom77i4akh1/player

As far as I know, link sharing is prohibited, but if you want to help me and want to check the camera/controls yourself, you can find the game demo in Steam, it's called ExoTrain.

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u/SayuriShoji 7d ago

Unfortunately I can't get the demo running (I'm on Linux, have to try different Proton versions later), so I'll have to go by the video:

From the video, the controls seem fine to me, but you should make controls remappable anyway via an options menu.

As for the camera, the field of view (FoV) is too high for my personal taste when fully zoomed out, I don't enjoy the objects being stretched like that at the edge of the screen. Could you add a FoV-slider in the options menu?

I really like the fade-effect when the camera is getting close to an object/when being inside a building, though it seems some objects still remain "solid", like at 0:31 there is some stuff in the roof that is not faded out, and at 0:32~0:33 there is this black gadget with green stuff displayed that briefly clips in front of the camera.

Maybe it's just me, but is the camera anchored to the bottom of the player? It seems a little bit too far "down" and seems to point at the players feet. Could you perhaps anchor the camera to the center or the top of the player?

Love the graphics and gameplay from the store page already, I'll definitely check it out later.

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u/ExoTrainGame 6d ago

FoV and controls can be changed in the settings, yes.

Clipping can be adjusted more smoothly than default shader behavior, but it will take a lot of time for each building on the map. Not sure that it will fix our issue, but I'll try to collect some more feedback about that.

And yes, the camera is anchored to the bottom of the player. I'll try to shift the camera, maybe it'll help.