Solo-making a fixed-camera horror game. Here's how I add the occasional moving camera without losing the "fixed" feel
I'm developing Iris Dissolution ๐๏ธ, a fixed-camera survival horror game inspired by PS1-era classics. I kept the fixed cameras on purpose, but ultimately decided that some spaces needed to be shown more clearly or accentuated, and fixed cameras wouldn't cut it, so I added a few dynamic cameras for these cases.
The setup uses two splines. One defines a "desired path" for the player and tracks their position as they move; the other one is the camera's path. The latter advances as players move through the former.
Decoupling them means I have better control of how the player and scenery are framed as the character moves through the space. In a way, it keeps the fixed-camera feeling even while moving, and also helps me keep some of the tension that true fixed cameras produce.
I'll still be using fixed cameras by default, and dynamic cameras only when a static angle would confuse you about the geometry, or when a moment earns the emphasis.