DRIFTLANDS co-op survival on drifting tides — studio progress

Quick Design Spec: Camera

Type: New Small System Scope: The one gameplay camera: locked-zoom top-down follow. Does NOT own: UI layout (UI/HUD), tide-tint rendering (shader contract), or any cinematic/cutscene system (none exists, deliberately). Date: 2026-08-27 Estimated Implementation: ~1 day

Overview

One camera, one job: keep your hero centered-ish and the world readable. Fixed top-down, locked zoom, gentle follow. The camera is deliberately inert — it is the anti-pillar made hardware ("NOT an RTS: you never command from a detached view; you are always your hero"). Nothing in the game moves the camera off the player, and nothing shakes it.

Core Rules

Tuning Knobs

Knob Default Range Category Rationale
followSmoothTime0.12 s0.05–0.25feelTight enough that dashes never outrun the frame; loose enough to not jitter
aimBiasFrac0.100–0.20feelScreen-fraction lead toward aim; 0 disables; >0.2 makes the character ride screen edges

Values live in assets/data/camera.json. Zoom is deliberately not a knob (Rule 1).

**Implementation addenda (2026-09-08, core-camera epic — recorded here so the design doc carries what the code enforces):**

Acceptance Criteria

Systems Index

Already tracked as MVP system #3 (Core, quick-spec, "parallel-buildable"). On approval: status → Designed (quick-spec).

Forward refs owned elsewhere: letterboxing/aspect policy at ultrawide → UI/HUD quick-spec; tide-tint is a shader-layer concern the camera never touches (art bible §8.B).