| The tactical camera | |
|---|---|
![]() Red lines: the vista rays from the town to the Octagon | |
| Type | Gameplay system |
| Style | BG3-style tactical camera |
| Pitch | About 55° (range 35–75°); flattens to 12° at full zoom-out |
| Zoom | About 8–30 m (review zooms 9 / 16 / 28 m) |
| Owner | godot-integrator |
| Status | In the Godot test harness |
The tactical camera
The camera of LOAA floats above the party and looks down on it, following the selected character or the whole party, like Baldur's Gate 3. It can be rotated around the party and zoomed from faces to the whole battlefield.
Basics
- Pitch: about 50–60° down by default, within a range of roughly 35–75°.
- Zoom: about 8–30 m. Close enough to see faces and gear; far enough to read a whole fight.
- Rotation: freely around the party.
- The design is checked at three zooms, near, mid and far (9, 16 and 28 m).
Zoom tilt (2026-09-29)
The director asked for "Tilt when zoomed out + vistas": - Out of combat, the pitch holds at 55° up to a zoom of 20 m, then flattens toward the horizon, down to 12° at 30 m. From the pjaca the whole Octagon then stands in frame across the harbour. - In combat, the far pitch never drops below 40°, so fights stay readable from above. - If a wall or roof collides with the flattened camera, the zoom shortens instead of the pitch lifting.
Vista beats
Short scripted camera moments at key spots frame the landscape; each holds 3.5 seconds, then eases back in 1.2 seconds.
| Beat | Where | What it shows |
|---|---|---|
| B1 | the road hairpin, arriving | first sight of the harbour, the town and the Octagon |
| B2 | the pjaca | the riva roofs, the harbour, the Octagon above them |
| B3 | the west riva | the whole riva, closed by the Glavica |
| B4 | the pier end, looking up | the cliff and the Octagon across the water |
| B5 | the Octagon's ring terrace, looking back | the cemetery wall on the cliff and the lit town across the harbour |
With the 12° far pitch, B1–B3 are optional; B4 and B5 are needed.
Seeing through the world
- Cutaway: roofs, upper floors and walls between the camera and the party fade or cut away. Every building is built in separate pieces for this, and interiors must read with the roof off.
- Pergolas hide completely while the party is under them (fading left a pale veil).
- No x-ray on characters (director, 2026-09-29). A silhouette shows only for a party member hidden behind another member.
What it means for the world
Everything is designed for the view from above first: ground patterns, roof shapes, silhouettes, clear paths, and a clear value step between the ground, walls, props and characters.
See also
- Party and combat · Click-to-move
- Veli mul (the pier-end vista)
- Gameplay portal
Sources: CLAUDE.md (Camera and play); docs/project-summary.md; docs/terrain/island1/stara_luka_bay_plan.md §4; docs/decisions.md (17:05, 17:50, 18:05, 11:50, 10:35) Last updated: 2026-09-29 (WIKI-1)
Categories: Gameplay · Camera
