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Big Project, big space

In our second year, we got to choose a relatively new way of learning game development: being able to work in a "company" at school. 
Here, we could essentially prepare in working at a real company and learning wat shortcomings we have real quick. This "project" showed me what a company of 30 people would look like and I am very thankful, despite me not adding much to the project code wise, I mainly learned more about game design than coding.    

New game, Same problems

The biggest change I added to the project was how the camera in co-op functions. The game wants to be a Local-And-Online Multiplayer Metroidvania, in Local multiplayer the camera would follow every player on one screen, kind of like how Super Mario 3D World did it but in a 2D enviroment, compared to Super Mario 3D World, it was harder to implement it in here.

For starters, the camera was a lot more zoomed and the player character is incredibly fast, so the player characters would regularly go to the edge of the camera, for the second problem, the camera would weirdly zoom in and out between the two player characters which is incredibly jarring to look at, it's almost nauseous. We couldnt figure out how to fix this problem and even tried pitching a new, simpler camera system to the project manager, but as far as I know, the old camera is still being used.

The camera works at least, it has velocity when the player moves, so I changed the values of that so it's a little less jarring and smoother. The result this issue gave was a big "Game Design" discussion, where we talked about in which direction we could take the game to. 

(You can NOT see the full code over on the game's github page, the github page has been set to private)

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