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E1.M2 — IsometricCameraController

Summary

Field Value
Module ID E1.M2
Epic Epic 1 — Core Player Runtime
Stage target Prototype
Status Planned (see dependency register)
Jira Feature NEON-10; prototype backlog stories under parent NEON-1Jira backlog

Purpose

Authority: Client vs server — camera is client-local for prototype; server does not use camera pose for gameplay checks.

Delivers an isometric follow camera that keeps the player readable during motion: follow behavior, discrete zoom bands, occlusion handling, and yaw held at a fixed default for players in early prototypes so combat telegraphs and UI stay easy to reason about. After release, the shipped camera model is settled (fixed presentation vs product setting that allows yaw)—we do not plan to revisit that post-launch. Before release, we may still decide to expose yaw orbit for comfort; the implementation follows the mid-project rotation policy so that decision stays mid-project scope, not a rewrite.

Responsibilities

  • Locked isometric follow for player-facing controls in prototype: yaw = 0 (no orbit bound in UI) while the rig and CameraState still model yaw explicitly so optional orbit can be enabled later via config and input binding.
  • Zoom bands and configuration-driven limits.
  • Occlusion policy so critical gameplay elements remain visible where possible.
  • Pitch / roll remain fixed for the isometric presentation; only yaw is the optional future degree of freedom.

Mid-project rotation policy (practical compromise)

Intent: Ship prototypes and early milestones as if the camera were fully fixed from the players perspective, without closing the door to yaw orbit before release.

Topic Direction
When this applies Mid-project only. We may enable or keep disabled yaw orbit while still in development. Post-release, treat the chosen shipped behavior as final—no planned pivot between “fixed” and “orbit” for live players.
Implementation Single seam: e.g. allow_yaw, max_yaw_deg, or equivalent; default keeps yaw at 0 and no rotate input until product + combat readability agree. CameraState carries yaw (default 0) so consumers do not assume “camera yaw does not exist.”
Gameplay semantics Prefer world-anchored movement, targeting, and server checks—not camera-relative aim—so turning yaw on later is mostly presentation + UI, not a combat authority redesign.
Telegraphs & VFX Design now for a world where yaw might exist: ground shapes remain world-accurate; plan screen-space or height readability affordances where foreshortening under yaw would otherwise lie (outlines, rings, bars—exact art TBD).
Migration risk If we add yaw mid-project, expect a telegraph + minimap / compass pass. Fixed → yaw is usually lower risk than yaw → fixed (content and players may already assume spin for sightlines).

Key contracts

Contract Role
CameraState Current follow target, zoom level, yaw (default 0; optional future orbit), and policy flags for consumers (e.g. risk UX).
ZoomBandConfig Data-driven min/max or discrete zoom steps.
OcclusionPolicy Rules for fading, dithering, or offset when geometry blocks the view.

Module dependencies

  • E1.M1 — InputAndMovementRuntime: camera follows the player anchor derived from movement/position.

Dependents (by design)

  • E6.M2 — Consent and risk UX may use camera-adjacent presentation; epic lists E1.M2 as a dependency for in-zone risk signaling and readability.

See Epic 1 Slice 2 — Locked isometric camera: follow-center, zoom bands, occlusion policy, yaw fixed for players in prototype (implementation still models yaw per mid-project rotation policy); optional telemetry such as throttled camera_zoom_changed and perf stress markers for occluders.

Implementation snapshot (NEON-25, 2026-04-07)

  • Godot: client/scripts/isometric_follow_camera.gd on World/IsometricFollowCamera; child Camera3D (current). scripts/camera_state.gdRefCounted tick snapshot (yaw = orbit component, 0 while allow_yaw is false; distance, zoom_band_index, focus_world, follow_target_path).
  • Seam: allow_yaw / max_yaw_deg on the rig; orbit would adjust _orbit_yaw_rad (no input bound yet). Presentation compass uses presentation_yaw_deg separately from orbit yaw in state.
  • Zoom: single scalar follow_distance until NEON-26; zoom_band_index reserved on CameraState.

Jira backlog

Parent epic: NEON-1 — Epic 1 — Core Player Runtime.

Key Type Summary
NEON-10 Feature E1.M2 — IsometricCameraController (module umbrella)
NEON-25 Story Isometric follow camera (fixed yaw prototype; CameraState seam)
NEON-29 Story Expand prototype client district for camera/nav stress QA
NEON-26 Story ZoomBandConfig + discrete zoom input (clamped)
NEON-27 Story OcclusionPolicy — keep player readable through geometry
NEON-28 Story Camera integration hardening + dependent contract notes

Suggested order: NEON-25 → NEON-26 → NEON-27 → NEON-28. NEON-29 may run in parallel with or after NEON-25 (scene/nav geography; does not require zoom/occlusion).

Risks and telemetry

  • Occlusion hiding telegraphs: tune policy early and include readability checklist in prototype gates.
  • Enabling yaw orbit mid-project without a telegraph/UI/minimap pass can undermine readability; design ground effects for world accuracy plus screen-space or height cues early (see mid-project rotation policy).

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