Building the Battle Camera for My 3D Tactics RPG
How the battle camera in my tactics RPG orbits, tilts, and zooms around a 3D map, nudges itself to readable angles when a unit acts, and glides to whoever is taking their turn.

Game development, software engineering, and technical deep dives
Devlogs for my tactics RPG on my YouTube channelHow the battle camera in my tactics RPG orbits, tilts, and zooms around a 3D map, nudges itself to readable angles when a unit acts, and glides to whoever is taking their turn.
How my tactics RPG keeps flat pixel-art characters looking correct on 3D battle maps with a rotating camera: billboarding, clipping, feet placement, camera-relative facing, and undoing the squash from camera tilt.
Why I moved my tactics RPG battles from 2D to 3D, and how the grid now comes from the Blender mesh, a single breadth-first search replaced per-cell A*, and climbing, dropping, and walking through allies work.
How I broke a bloated BattleUnit class into a thin host plus drop-in components, and what changed about adding features once the refactor settled.
A walk through the grid, pathfinding, and movement flow in my tactics RPG — a multi-floor tilemap, an A* path-limited move range, and a per-unit signal machine that drives the actual animation.
How I coordinate the battle systems in my tactics RPG using a small event bus for scene-wide events and per-unit Godot signals for everything else — and the rule I use to decide which belongs where.
A walk through the speed-based turn order in my tactics RPG — an accumulator pattern split across a per-unit turn meter component and a global coordinator that projects the next ten turns.
Building a party-based exploration system where players can switch between characters with smooth camera transitions.
Older posts kept for history. Implementations may be out of date due to later refactors.