🧠 DevLog #4 – The Camera Saga

Welcome back!

This past week was all about the camera — and not in a cinematic, dramatic, “look at this beautiful shot” kind of way.
More like “why is the robot vanishing off-screen while the camera stares into the void” kind of way.


🎥 The Camera… Situation

What started as a small fix turned into a full-blown side quest.

  • The camera wasn’t moving
  • Then it moved too late
  • Then it moved weirdly
  • Then it shook for no reason at all
  • And then it just… stopped responding altogether

I tested it.
I tweaked it.
I fixed it.
Then I broke it again.
Then I fixed it better.

I think the camera and I have finally reached a mutual understanding: it follows the robot, and I stop threatening to delete it from the project.


✅ What’s Working Now

  • Smooth camera follow behavior
  • Snappy framing on movement
  • No weird jitter or lag
  • And most importantly: the robot is back in view like it’s supposed to be

It’s not fancy, but it works — and right now, that’s enough.


🔄 What’s Next

Now that the camera isn’t fighting me every step of the way, I’m heading back to the level loader.
There’s still a lot to add — support for multiple robots, switches, gates, and all the logic to tie it together — but having a stable view makes it way easier to debug and design.

Next up:

  • Expand layout options
  • Improve internal wall handling
  • Start placing real game elements in levels
  • Try not to break the camera again in the process

🙃 Final Thought

Some weeks you build features. Some weeks you fix features you thought were already built. This was definitely the second kind.

The camera’s back on track. The robot’s visible again. Time to get back to building puzzles.

– Chris