We’ve finally come to realize that there’s only so much we can do in two months, especially now that we’re down to two weeks before alpha. Our minimum scope has been pared down to the size of a single level with no curvature. However, due to popular demand, we have not simply shelved it until next year when we’ll be sure to have the time to finish dealing with the complexities of multiplayer camera tracking along a Catmull spline. No sir: instead, I have been volunteered (or more accurately, dragged away from my volunteer position in the [much more important] domain of shadow rendering) to help the camera “specialist” hack together the entire caboodle of attractive, curvy features in the space of one week, after which we will decide whether to integrate our work into the alpha release.
I do recognize the appeal and novelty of this feature, and will give my all to see it completed, but I’m afraid that this is yet another case of misprioritization based on the loudest voice in the room. We have no functional applications for a camera spline track as of yet, nor do we even have a working prototype of the rotational transformations necessary to support multiple viewing angles. I can only hope our efforts will prove worthwhile.