Camera research

Regarding the camera following, I referred to two games, Kondora and Super Mary.

Because we finally decided to make a complete long scene, there is no transmission between levels, but the camera follows the player. In the study of these two games, it is found that in order to prevent the player from moving the camera, thus affecting the player’s game experience, it usually begins to follow when the player moves to two-thirds of the screen.

I have also learned this practice. In order to prevent the player from affecting the game experience, I choose to move more than half of the player before the camera will start to follow, preventing the player from moving the camera and making the player feel dizzy.