Camera for Desktop Pet Game

Godot Version

4.5

Question

I make a pet game. It consists of a dog that sleeps infront of a fire and sometimes does funny things. E.g. I want the user to be able to throw a ball across the screen and the dog fetches it.

My current setup consists of a maximized borderless, transparent bg etc. window and on each click I check if the pixel I clicked at has alpha = 1 and control click passthrough accordingly. This way, you can still work while the dog walks around but also you can click the dog etc.

Anyway, point is: 1 window, maximized.

The question now is, how I handle cameras and everything. I have these requirements

  1. The fireplace with dog needs to look good/have a good perspective.
  2. If we drag around the fireplace, it should look the same everywhere.
  3. Maybe you want the user to be able to rotate the fireplace.
  4. If the dog walks around, it needs to look good.
  5. If we throw e.g. the ball, it needs to look good.

Now this is my first game, so I lack experience in this and hence it’s hard to judge the correct approach. Maybe I should make one big orthogonal camera but who says I can make the fireplace look good this way? Maybe I should place a cam for the fireplace alone and render it to a rect2D, same with the ball and what not but then: How do you make the dog walk smoothly between the things? etc. etc. Many questions.

Any tips on how I can approach this is appreciated. :slight_smile:

Here’s a screenshot, so you get an idea of what I talk about

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