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Chernobylite 2: Exclusion Zone Devs Celebrate Reaching 50% Crowdfunding Goal

T0@st

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It's a fantastic start to our campaign, thanks for your support! It took only 15 hours to reach 50% of our goal, much more than we expected. We're on a good path to succeeding and delivering you the most anticipated game feature, according to your feedback. The first-person combat will be a massive expansion of the existing gameplay mechanics and allow you to switch between two totally different camera systems, depending on your preferences.

Anytime in the game, you'll be able to change the perspective from a natural, first-person, very immersive point-of-view to a third-person camera, where you can control the environment with more focus on any of its aspects. In this way, we'll be much closer to the other best post-apocalypse action RPGs, where you can experience the same situations from different points of view and customize your playing style.




But why is this feature such a big challenge?
In video game engines like Unreal 5, which we're using for Chernobylite 2, it's relatively easy to set up a camera behind the back of your avatar with the visible body (third-person camera) or in the position of the head with a body that is primarily invisible (first-person camera). The real issues start when it comes to planning what parts of the environment and your body should be displayed and in which way.

In first-person perspective, your camera position and orientation are fixed with your head position, meaning you can't move it freely without moving the body. It lets you see the close objects with more detail, aim more precisely, and immerse more profoundly in the feeling of being part of the world.


But why is this feature such a big challenge?
In video game engines like Unreal Engine 5, which we're using for Chernobylite 2, it's relatively easy to set up a camera behind the back of your avatar with the visible body (third-person camera) or in the position of the head with a body that is primarily invisible (first-person camera). The real issues start when it comes to planning what parts of the environment and your body should be displayed and in which way.

In first-person perspective, your camera position and orientation are fixed with your head position, meaning you can't move it freely without moving the body. It lets you see the close objects with more detail, aim more precisely, and immerse more profoundly in the feeling of being part of the world.

More details can be found in our technical deep dive.

We already know we can do it with your help, and we're glad you're supporting us in working on this task!
Stay tuned for more news, and don't forget to spread the word about our campaign to your friends. We believe that after reaching the fundamental campaign goal, the following stretch goals will be as cool as the main one.

Cheers,

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