Inner Whale - 3C Implementation

- In Progress

Inner Whale - 3C Implementation

Character, Camera, Controls in our 3rd year game, Inner Whale

About

In any game, the 3C (Character, Camera, Controls) form the foundation of the player experience. Regardless of how polished the visuals or systems are, if the 3C are not responsive and intuitive, the game will feel unsatisfying.

This article focuses on how we designed and implemented the 3C in our project, as well as the challenges we encountered along the way.


Goals


Character & Movement

Description

The character controller was designed around readability and responsiveness, while still fitting the constraints of our game design.

Movement is restricted to 8 directions, meaning the character can only move in increments of 45°. To achieve this, we implemented functions that map player input to the nearest valid direction, ensuring consistent and predictable movement.

We also spent significant time fine-tuning:

Additional mechanics include but are not limited to:

Learning Points

Complications

Blueprints

Camera

Description

Our game uses an almost top-down camera with an angle, allowing players to perceive depth while maintaining a clear view of the environment.

Achieving the right feel required extensive tuning of:

We implemented a custom camera system with the following features:

Learning Points

Complications


Controls

Description

Controls were designed to be simple, responsive, and consistent across all gameplay systems.

We focused on:

Learning Points

Complications


Conclusion

Working on the 3C highlighted how critical they are to the overall feel of a game. Even small adjustments can significantly impact the player experience.

This process was highly iterative, involving constant testing and refinement. Systems such as movement, camera behavior, and interaction mechanics evolved together, reinforcing the importance of treating the 3C as a unified system rather than separate components.

GitHub Repo