{"id":541,"date":"2026-04-18T16:04:58","date_gmt":"2026-04-18T15:04:58","guid":{"rendered":"https:\/\/notkey.studio\/?p=541"},"modified":"2026-04-18T16:09:02","modified_gmt":"2026-04-18T15:09:02","slug":"devlog-2-uncooperative-camera-character-redesign-creative-break","status":"publish","type":"post","link":"https:\/\/notkey.studio\/en\/devlogs\/devlog-2-camera-recalcitrante-refonte-personnage-pause-creative\/","title":{"rendered":"Devlog 2 | February &amp; March 2026 \u2013 Recalcitrant camera, character redesign, creative pause"},"content":{"rendered":"<div class=\"et_pb_section_0 et_pb_section et_section_regular et_flex_section section_has_divider et_pb_bottom_divider\">\n<div class=\"et_pb_row_0 et_pb_row et_flex_row\">\n<div class=\"et_pb_column_0 et_pb_column et-last-child et_flex_column et_pb_css_mix_blend_mode_passthrough et_flex_column_24_24 et_flex_column_24_24_tablet et_flex_column_24_24_phone\">\n<div class=\"et_pb_text_0 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>Devlog 2 | February &amp; March 2026<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_1 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h1>Blockage, overhaul, and parallel project<\/h1>\n<\/div><\/div>\n\n<div class=\"et_pb_module et_pb_button_module_wrapper et_pb_button_0_wrapper\"><a class=\"et_pb_button_0 et_pb_button et_pb_bg_layout_light et_pb_module et_flex_module\" href=\"\/en\/devlogs\/\">see the devlogs<\/a><\/div>\n<\/div>\n<\/div>\n<div class=\"et_pb_bottom_inside_divider et-no-transition\"><\/div><\/div>\n\n<div class=\"et_pb_section_1 et_pb_section et_section_regular et_flex_section\">\n<div class=\"et_pb_row_1 et_pb_row et_flex_row\" id=\"project\">\n<div class=\"et_pb_column_1 et_pb_column et-last-child et_flex_column et_pb_css_mix_blend_mode_passthrough et_flex_column_24_24 et_flex_column_24_24_tablet et_flex_column_24_24_phone\">\n<div class=\"et_pb_text_2 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>Welcome to this second The Reaping Company devlog (but not only)! I had planned to write one article per month, but February and March got so mixed up (between technical blocks, changes of direction and another project that reappeared in my schedule) that I preferred to group them into a single devlog, more coherent to read.<\/p>\n<p>These two months have been a lot <strong>less linear than expected<\/strong> : technical dead ends, questioning, but also good learning experiences and a small temporary pivot towards another project.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_3 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>The trap of the &quot;perfect&quot; camera\"<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_4 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p data-path-to-node=\"3\">I started February by continuing work on The Reaping Company, with the goal of improving the game&#039;s camera. I had found a solution the previous month for <a target=\"_blank\" href=\"https:\/\/notkey.studio\/en\/tutorials\/godot-low-res-pixel-perfect-rendering-and-smooth-camera\/\" rel=\"noopener\">Combining pixel-perfect rendering and smooth camera work<\/a>, However, in practice, this method has proven to be quite effective. <strong>too heavy to operate<\/strong> for a game with a complex camera like the one I envisioned.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_5 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>The vision: a camera that lives with the player<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_6 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p data-path-to-node=\"3\">I didn&#039;t want a camera that simply followed the character. I envisioned a rich, dynamic camera that would enhance the feeling of the game at every moment. <span class=\"\">:<\/span><\/p>\n<ul>\n<li data-path-to-node=\"4\">A <strong>followed with a slight lag<\/strong> and a soft rebound, to give elasticity to the movements.<\/li>\n<li data-path-to-node=\"4\">A <strong>gap<\/strong> of the camera in the opposite direction to the player&#039;s direction, proportional to his velocity, in order to clear the field of vision forward.<\/li>\n<li data-path-to-node=\"4\">A <strong>vertical deadzone<\/strong> when the character is on a platform below a certain height, to avoid any vibration during jumps and to offer perfect precision to the player when jumping.<\/li>\n<li data-path-to-node=\"4\">A <strong>snapping<\/strong> in contact with the ground in order to naturally regain the player&#039;s position after a jump.<\/li>\n<li data-path-to-node=\"4\">A <strong>catching oneself during falls<\/strong>, leaving a space in front of the character so we can see where we&#039;re going to land.<\/li>\n<li data-path-to-node=\"4\">And eventually, of <strong>more cinematic effects<\/strong> during cutscenes, boss fights, narrative scripts, etc.<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_7 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>The technical wall<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_8 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p data-path-to-node=\"3\">The problem wasn&#039;t so much the camera&#039;s ambition (which turned out to be much more difficult to implement than expected, but still feasible). The real issue stemmed from my pixel-perfect solution combined with this camera.<\/p>\n<p data-path-to-node=\"3\">My system is based on a <strong>double set of coordinates<\/strong> : a classic &quot;in-game&quot; position, and a position relative to the center of the game rendering. With simple camera tracking, this works. But as soon as you add all the layers described above (lag, offset, dead zone, snapping\u2026), you need <strong>constantly compensate for the movements<\/strong> and the discrepancies between the two systems. The complexity skyrockets.<\/p>\n<p data-path-to-node=\"3\">I managed to get some of the bricks working, but the result was too fragile and clearly unsustainable in the long term.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_9 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>A detour that wasn&#039;t really one<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_10 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p data-path-to-node=\"3\">We often hear that we shouldn&#039;t rush into these kinds of features too early, and that it&#039;s better <strong>focus on core gameplay<\/strong>. In principle, I agree. But for me, the camera is an integral part of the gameplay and the feeling I want to give the game: it&#039;s not just a cosmetic addition that I can adjust at the end.<\/p>\n<p data-path-to-node=\"3\">And most importantly, the time spent exploring the limits of my system wasn&#039;t wasted. It directly influenced the direction I was going to take and how the game would function internally. My pixel-perfect system with its dual coordinate system is nothing like a classic camera system: the entire tracking, physics, and rendering logic had to be approached differently. Without this exploratory phase, I would have started with a flawed architecture that would have cost me much more later.<\/p>\n<p data-path-to-node=\"3\">In concrete terms, the visible results are modest, but the <strong>technical and architectural education<\/strong>, They, however, are valuable for what comes next.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_11 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module right\"><div class=\"et_pb_text_inner\"><h2>Main character overhaul: from ghost to skeleton<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_12 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>In parallel with the work on the camera, another task was waiting to be addressed on The Reaping Company: <strong>completely rework the main character<\/strong>.<\/p>\n<p>The ghost, as I had conceived of it until then, no longer convinced me. There was a <strong>gliding effect<\/strong> and one <strong>lack of impact<\/strong> in its movements, mainly because it doesn&#039;t touch the ground. No matter the settings, I couldn&#039;t get the more responsive feel I wanted.<\/p>\n<p>So I decided to start from scratch with the character, connecting him more closely to the lore I had established the previous month. The ghost was replaced by a small <strong>skeleton<\/strong>, more grounded, more expressive, and much better suited to the sensations I&#039;m looking for.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_image_0 et_pb_image et_pb_module et_flex_module\"><span class=\"et_pb_image_wrap\"><img decoding=\"async\" src=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/04\/the-reaping-company-the-reaper-walk.gif\" alt=\"the-reaping-company-the-reaper-walk\" title=\"The Reaper Walk\" width=\"512\" height=\"512\" srcset=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/04\/the-reaping-company-the-reaper-walk.gif 512w\" sizes=\"(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 512px, 100vw\" class=\"wp-image-553\" \/><\/span><\/div>\n\n<div class=\"et_pb_text_13 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>Woolmoot: the parallel task that took over<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_14 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>Despite the progress on the character side, I continued to stagnate and get stuck on The Reaping Company because of the camera. To avoid getting trapped in frustration, I preferred to allocate some of my time to a <strong>another task in parallel<\/strong>. That&#039;s when I immersed myself again in a project I&#039;m leading with my partner: Woolmoot.<\/p>\n<p>This project has nothing to do with The Reaping Company or video games. Initially, it was simply meant to allow me to keep working on something when I got stuck. But, as I&#039;ll explain below, an idea of <strong>reorientation<\/strong> changed everything, to the point that I finally devoted myself to it 100% %.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_15 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>The origin of the project<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_16 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>The idea for Woolmoot was born in October 2025. My partner makes <strong>hook<\/strong>, and by accompanying her in her professional development, I quickly realized that she did not have effective tools to save her time on certain time-consuming tasks on a daily basis.<\/p>\n<p>The observation is quite striking: the hook is a <strong>a very non-technical field<\/strong>, with very few innovations or modern tools. Probably because people who practice crochet are not, in general, technical profiles capable of developing their own solutions, and because it is a niche area, little addressed by software players.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_17 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>First attempt: an overly ambitious marketplace<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_18 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>Starting in October, I began working on the project with a fairly broad ambition: to create a <strong>marketplace<\/strong> specialized for the <strong>crochet pattern sales<\/strong>. I spent about two months there, laid a good technical foundation, then took a break during the Christmas holidays.<\/p>\n<p data-path-to-node=\"3\">Upon returning in early January, two things combined:<\/p>\n<ul>\n<li data-path-to-node=\"4\">Looking back, the project seemed very <strong>too ambitious<\/strong> in its original form.<\/li>\n<li data-path-to-node=\"4\">I especially had a strong desire to get into video games, and The Reaping Company became my priority.<\/li>\n<\/ul>\n<p>So I put Woolmoot on pause, without abandoning it.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_19 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>The recovery: the turning point that refocused everything<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_20 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>When I reopened the project in mid-February, my initial idea was to move forward gradually alongside The Reaping Company. But by revisiting the project with a fresh perspective, a new approach emerged: rather than a complete marketplace, why not <strong>focus on a service<\/strong> very specific, focused on a concrete and immediate need?<\/p>\n<p>This pivot changed everything. Suddenly, the project became feasible again within a reasonable timeframe, with real added value to deliver quickly. Since the entire foundation developed in 2025 was solid, I was able to rebuild on top of it rather than starting from scratch. From then on, I found myself dedicating most of my time to it, almost 100%, as the release window drew ever closer.<\/p>\n<p>The online launch is scheduled for the <strong>mid-April<\/strong>. There&#039;s not much left to do, mainly checks and finishing touches. Once that&#039;s done, I can finally get back to full-time game development with a clear mind.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_21 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>To conclude<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_22 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>These past two months have clearly not been the most productive for The Reaping Company, and I admit it. Between a camera that made me go around in circles, a necessary but time-consuming character overhaul, and a detour via Woolmoot, progress on the game has been modest.<\/p>\n<p>But these periods are also part of the job. I learn concrete lessons from them:<\/p>\n<ul>\n<li data-path-to-node=\"4\">Some <strong>technical explorations<\/strong> They may seem sterile but are essential for laying good foundations, especially when venturing off the beaten path.<\/li>\n<li data-path-to-node=\"4\">Accept <strong>question<\/strong> a direction when the feeling isn&#039;t there, even at the cost of a complete overhaul.<\/li>\n<li data-path-to-node=\"4\">Know <strong>temporarily change projects<\/strong> to unlock his mind rather than exhausting himself by forcing it.<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_23 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>The recovery: the turning point that refocused everything<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_24 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>Beyond these two months, I think it&#039;s an opportunity to explain a little <strong>my way of working<\/strong>, because it explains a lot about my journey and how this devlog is evolving.<\/p>\n<p>I operate a lot on <strong>feeling<\/strong>. As a freelancer, I have a lot of ideas in my head, and I am extremely <strong>productive when I know exactly where I&#039;m going<\/strong>. When I get stuck on something, my natural reflex is to hyper-focus on the problem until... <strong>solve it at all costs<\/strong>, And generally, problems tend to resolve themselves fairly quickly. But when a blockage persists for several days, or even several weeks, despite repeated attempts to reassess the situation, I prefer <strong>allocate time to something else<\/strong> in parallel rather than getting bogged down.<\/p>\n<p>I also have no trouble questioning my ideas, even if it sometimes means <strong>starting from scratch<\/strong>. Often having no constraints, left to my own devices, one might see it as a kind of fickleness, and I&#039;m well aware that it wouldn&#039;t be ideal in a collaborative context or in the traditional workplace. But it&#039;s my way of doing things, and so far, I&#039;m managing quite well this way.<\/p>\n<p>I can switch from one project to another, take breaks, start from scratch, until I find the path that allows me to move quickly, directly, and with pleasure. That&#039;s exactly how my website was built. <a target=\"_blank\" href=\"https:\/\/gr-go.fr\" rel=\"noopener\">GR-GO<\/a>, ...spread over several years. That&#039;s how Woolmoot eventually took shape. And very likely, that&#039;s how The Reaping Company will develop, which will probably be nothing like the game I imagine today!<\/p>\n<p>The return to The Reaping Company is imminent, and I can&#039;t wait to get back to it with a solid character, more lessons learned, and another project finally ready to fly on its own.<\/p>\n<p>Thanks for reading this devlog, and see you next month!<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_module et_pb_button_module_wrapper et_pb_button_1_wrapper\"><a class=\"et_pb_button_1 et_pb_button et_pb_bg_layout_light et_pb_module et_flex_module\" href=\"\/en\/devlogs\/\">discover the devlogs<\/a><\/div>\n<\/div>\n<\/div>\n<\/div>","protected":false},"excerpt":{"rendered":"<p>Le Devlog 2 couvre les mois de f\u00e9vrier et mars 2026, une p\u00e9riode moins lin\u00e9aire qu&rsquo;esp\u00e9r\u00e9e. Il revient sur un long travail autour de la cam\u00e9ra de The Reaping Company, confront\u00e9 aux limites d&rsquo;un syst\u00e8me pixel-perfect complexe, une refonte compl\u00e8te du personnage principal (du fant\u00f4me au squelette), et un pivot temporaire vers un autre projet personnel : Woolmoot. Ce devlog est ax\u00e9 sur les blocages, les remises en question, et une r\u00e9flexion plus personnelle sur ma mani\u00e8re de travailler au feeling.<\/p>","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-541","post","type-post","status-publish","format-standard","hentry","category-devlogs"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Devlog 2 | Cam\u00e9ra r\u00e9calcitrante, Refonte Personnage, Pause Cr\u00e9ative<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/notkey.studio\/en\/devlogs\/devlog-2-uncooperative-camera-character-redesign-creative-break\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Devlog 1 | Premiers pas pour The Reaping Company !\" \/>\n<meta property=\"og:description\" content=\"Le Devlog 2 couvre les mois de f\u00e9vrier et mars 2026, une p\u00e9riode moins lin\u00e9aire qu&#039;esp\u00e9r\u00e9e. Il revient sur un long travail autour de la cam\u00e9ra de The Reaping Company, confront\u00e9 aux limites d&#039;un syst\u00e8me pixel-perfect complexe, une refonte compl\u00e8te du personnage principal (du fant\u00f4me au squelette), et un pivot temporaire vers un autre projet personnel : Woolmoot. 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