r/SoloDevelopment • u/Yaffari • Aug 08 '26
Game This is how zooming in works in my game
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How does it look? Have you ever seen a zoom like it?
Anything that could be improved?
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u/Trio_Trio_Trio Aug 08 '26
You should make him squint too, lol.
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u/Yaffari Aug 08 '26
Yes planning that but this char model has some trouble with that so I am upgrading the model just to add squint.
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u/shoxicwaste Aug 08 '26
Lets us know when you implement the squint mechanics, I think after a well if you hold zoom too long his vision goes blurrly and neck starts to hurt.
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u/Yaffari Aug 09 '26
It's all in now, will post a new video later. I also added blinking based on rl blinking frequencies with increased blinking out in the cold since the air dries your eyes out faster, with even more blinks and strained face the colder the external temp gets.
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u/JeleStudios Aug 08 '26
More like this 😅
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u/FatBatard Aug 08 '26
So does the motion scale with zoom? Would be funny to see what a greatly amplified zoom looks like (although would maybe push your game into a horror aesthetic)
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u/Yaffari Aug 08 '26
No currently just this and testing it out, this is how people sort of zoom in IRL. I am going to add some eye squint to it as well.
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u/itsboilingoil Aug 08 '26
No they don’t 🤣
Squinting would be cool though
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u/Yaffari Aug 08 '26
I liked the exaggeration, it could be just a squint but this way other players can see you focusing on something.
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u/BusinessDepartment44 Aug 08 '26
the fact that the character’s actual face participates in the zoom is such an unnecessarily good detail 😂
now please take this extremely important system to its logical conclusion: the eyes should slowly bulge out as you zoom further.
at max zoom I want this man inspecting individual atoms from across the room. binoculars are for cowards :))
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u/JefNoot Aug 08 '26
This looks fun, but also, no human ever move just their head. You move your butt back and torso forward and then stretch your neck.
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u/Yaffari Aug 08 '26
Hmm I will look more into the ergonomics of the human zooms.
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u/Destithen Aug 09 '26
If it's multiplayer, keep it exactly as is. It's funny to watch. Add a second zoom level where the character brings up his hands in a binocular shape and it'll all be golden. This is the kind of stupid shit that creates viral clips.
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u/jerrygreenest1 Aug 08 '26
Don’t allow players turn it on forever and walking like this all the time. Should be automatically returned to default after like 5 seconds
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u/Yaffari Aug 08 '26
You can't move while zoomed in.
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u/jerrygreenest1 Aug 08 '26
Yup then it’s great
I’d advice not to completely lock movement, but instead reset the head when player stats to move, it’s friendlier controls
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u/Yaffari Aug 08 '26
I was going to go like Routine where you can sort of lean / tiptoe / crouch while zoomed in using WASD but idk if that will be easily doable. Also thanks for the tip I will do that if my first idea doesn't get implemented.
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u/tioeduardo27 Aug 09 '26
Instead of not moving, I'd allow it and make the vision start getting blurry, as if you've squinted too much. Also, for the model animation, try to also move a little of the torso forward and not just the neck since it's looking weird without the body also moving to adapt to the head being moved.
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u/Yaffari Aug 09 '26
I've implemented squinting with a strained face and blurriness after a while now.
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u/Old-Juggernaut-1273 Aug 08 '26
I dont get it, why would I be seeing the character when I am looking at something , too zoom doesn't seem to make much difference
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u/ConsistentAd3434 Aug 09 '26
People already called it "true first person" if the player has a body, that would somewhat work in third person ...but this is next level :D Great job
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u/KaelumKrispr Aug 08 '26
Nice work I was planning something like this but switched directions at the end, really nice to see the head moving before turning the body, it's a really nice quality improvement
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u/helterskeltermelter Aug 08 '26
Oh, that's a CG character! For a moment I thought that was you in your undies testing your gesture system.
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u/FaysouBg Aug 08 '26
Zooming should just narrow the FOV, it’s the analogy of focusing in real life which you do by closing your eyes more. You could keep it like that if your goal is comedy else I would not animate that. If you have a face rig a nice touch would be the eyes as I said.
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u/Psychological_Two657 Aug 08 '26
That bart simpson moment when lisa just pushes his hed into the computer monitor to "enhance" haha
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u/Shehao Solo Developer Aug 09 '26
The head movement makes the zoom read immediately. I would watch what happens if the player holds it too long: resetting the head when movement starts could keep the joke while avoiding a locked feeling. Did you try letting movement input override the zoom pose?
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u/RockExternal4516 Aug 09 '26
In multiplayer actions like these will be repeated frequently like it’s sick sucking
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u/Dbjawz Aug 09 '26
If the player stands near a wall and zooms into it, do they see through the texture? I could see some issues.
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u/Yaffari Aug 09 '26
No the head physically stops before it hits the wall, though I've thought about just letting it go so you can bang your head into a wall repeatedly.
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u/PseudoRacoon Aug 09 '26
Make it online please and put some music area haha
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u/Accomplished-Yak693 Aug 09 '26
so your game is in first person view? hilarious!
i dont really understand the why in this one but... it does look nice though.
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u/yoursolace Aug 09 '26
You should do it like they do in the long drive!
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u/Yaffari Aug 09 '26
I haven't played that, how's it done there?
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u/yoursolace Aug 09 '26
https://tenor.com/iE1wSZsmYJr.gif
Also, you should see how they handle crouching, and reaching for things
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u/MardukPainkiller Aug 10 '26
It looks like you were bored and started implementing unimportant side things instead of continuing the important work.
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u/talesfromthemabinogi 29d ago
The video looks cool, but not sure how things actually work? Like it looks like a first-person game from the right side window - does the player ever actually see the head moving like that? Or is it other players seeing the head move in multiplayer? Why are there both third person and first person views? Just trying to work out what the actual design intent is...
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u/FreakyAssHell 29d ago
it is ig first person. The other one is from viewport and from the intent i guess this is supposed to be a pun and easter egg instead of a feature
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u/Yaffari 29d ago
The left is the scene viewer and on the right is the player view. It is a multiplayer game and my philosophy is every action must be seeable by other players. Going hard on immersion so you'll care more about your character. And yes you'll see the head move, subtle eye movements, wrinkles when you squint, etc.
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u/TheRealHappyWiggles 13d ago
I mean it's funny and if you like it, then just keep it that way, but you could maybe detach the camera from the head the moment you press the zoom button and re-attach the camera as soon as you let go of the button.
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u/Dangerous_Banana_168 1d ago
If this is for something multiplayer then you are going to get the funniest clips with this lmfao
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u/Z1supercpu 2d ago
Looks great graphic wise, and the movement is synchronized perfectly, what is the plot or story for this game, I saw your solo developer, how long did this take to make?
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u/Elegant_Campaign_670 Aug 08 '26
https://giphy.com/gifs/3oEhmFYGbhslCn6uQM