REQUIRES SODIUM IN FABRIC, FOR 1.20.1 AND 1.21.1
REQUIRES EMBEDDIUM IN FORGE, FOR 1.20.1
IF YOU FIND YOURSELF INVISIBLE THROUGH WALLS, DISABLE ANY FORM OF ENTITY CULLING
(NEO)FORGE REQUIRES SINYTRA CONNECTOR
This mod adds a top-down perspective similar to Minecraft Dungeons.
The angle looking down is 45 degrees, the FOV is 45 degrees, and the camera can be rotated 360 degrees.
Press F4 to enter the perspective.
Click and hold the middle mouse button to move the camera around your character.
You can press the Home button to lock the camera to a pseudo-isometric view.
Now with Click-to-move! Toggle it on in the Mod Menu.
In this mode, right click to move, left click to attack. Certain ranged weapons such as bows and crossbows will have their shoot ability mapped to left click.
To interact with stuff (normally right-click), press G (Rebindable).
Features:
Full 360 degree rotation around the player
Top down view inspired by Minecraft Dungeons
Zoom in and out
Block culling for blocks between the character and the camera
Targeting behind walls between the character and the camera
Contextual Camera Offset mode to make kiting targets easier
Player rotation to mouse position is retained for a duration after interaction
Otherwise, player is rotated towards direction of movement
Horse support - Horse rotation is decoupled from player when attacking
Spell Engine support
Sodium support
This mod is a work in progress, and I am working hard to get it on more versions of Minecraft- please be patient.
All Versions
+ Add VersionMod has been substantially cleaned, being much smaller.
Added black cutaway for background when indoors or culling.
Mod has been substantially cleaned, being much smaller.
Added black cutaway for background when indoors or culling.
Dungeons Perspective now has pseudo-controller support in the form of improved targeting when you're not aiming with your mouse. New options allow you to target intuitively based on your movement direction rather than needing to constantly aim with the mouse. There is also a general CONTROLLER MODE that automatically enables all relevant settings at once, without compromising your previous settings.
Culling has received a major overhaul and now uses a shape system alongside the existing silhouette corridor system. Instead of awkwardly removing only parts of large objects, entire trees can now be culled at once, and roofs are handled similarly. In addition, a new block ghosting system smoothly fades blocks back into view that would normally be hidden by the culling system, making transitions into and around indoor spaces considerably cleaner and more natural.
IMPORTANT NOTE:
Going forward, I want to change the scope of the mod slightly. It has become apparent that designing Dungeons Perspective to remain fully playable both above ground and underground - specifically while caving or mining - has fragmented my ability to provide the best possible experience for players.
I want to tighten the scope around surface and above-ground gameplay so I can more completely design the camera, culling, targeting, and visibility systems around the environments where Dungeons Perspective works best. Previously, treating underground gameplay as something that needed to be accommodated at all times was limiting what I could do with these systems.
To those who enjoy using Dungeons Perspective underground, I understand the frustration this change may cause. However, I believe narrowing the scope will allow the mod to deliver a substantially better and more polished experience overall.
Thank you for your continued support!
Dungeons Perspective now has pseudo-controller support in the form of improved targeting when you're not aiming with your mouse. New options allow you to target intuitively based on your movement direction rather than needing to constantly aim with the mouse. There is also a general CONTROLLER MODE that automatically enables all relevant settings at once, without compromising your previous settings.
Culling has received a major overhaul and now uses a shape system alongside the existing silhouette corridor system. Instead of awkwardly removing only parts of large objects, entire trees can now be culled at once, and roofs are handled similarly. In addition, a new block ghosting system smoothly fades blocks back into view that would normally be hidden by the culling system, making transitions into and around indoor spaces considerably cleaner and more natural.
IMPORTANT NOTE:
Going forward, I want to change the scope of the mod slightly. It has become apparent that designing Dungeons Perspective to remain fully playable both above ground and underground - specifically while caving or mining - has fragmented my ability to provide the best possible experience for players.
I want to tighten the scope around surface and above-ground gameplay so I can more completely design the camera, culling, targeting, and visibility systems around the environments where Dungeons Perspective works best. Previously, treating underground gameplay as something that needed to be accommodated at all times was limiting what I could do with these systems.
To those who enjoy using Dungeons Perspective underground, I understand the frustration this change may cause. However, I believe narrowing the scope will allow the mod to deliver a substantially better and more polished experience overall.
Thank you for your continued support!
Further improvements to head decoupled from torso behavior