Hey all – I’m back and I’m here to talk about the camera system in my upcoming Godot game based on the popular game, Vampire Survivors. Read the previous blog post if you want to learn more about my motivation around the game engine and project organization decisions.
So for this devlog installment I want to bring focus into the smooth camera system. Rather than just being a direct copy of Vampire Survivors, I wanted to add a few features to differentiate it – the first one being a camera that the player can control the zoom level on-the-fly, this was talked about in the last post.

