Camera Shake

When using afterburners the course of the player’s ship adjust slightly and violently making controlling the ship a constant struggle to stay on course.  This is done, not only to add excitement and a feel of power to the afterburners, but also to discourage heavy use in combat.

Fuel is very limited because I am modeling afterburner use after the first four Wing Commander games.  In Prophecy, I felt that afterburner use was too heavily used in combat situations.  Neither am I a fan of regenerating afterburners like in Freespace.  I want fuel to be a very tight commodity and thus add a sense of tension and doubt every time the afterburner is used.  Fuel usage should always be on the player’s mind.


Lately, while testing, I have felt that the afterburners lacked a certain umph.  The struggle to maintain course was great, but ramping it up any higher detracted from gameplay.  Something else had to be done to add umph. I wanted the afterburners to really feel like the player was riding on the back of a rocket.  I decided that, while the random instability helped, the camera needed to shake a lot more.  To this end, I have started implementing a camera shake algorithm.  So far it is coming along very good, but the HUD remains attached to the camera because it is drawn directly to the screen.  I plan to do a render-to-texture on the HUD and affix it to the canopy so that becomes independent of the camera. I will be posting a video of my progress soon.