YoungBuck$ Combat Design - Devlog #5 - Need For Speed
- Steven Pasinsky
- Nov 5, 2023
- 2 min read
Updated: Mar 4
🧭 Overview
This week, I tried to juice the game up a bit more as well as fix some issues from previous blueprints. For the whole team's workload past this we:
1. Added animations for going into and out of Rev Mode. It includes a nice cinematic camera that allows players to go into rev mode. Shows a power-up effect and a lingering overlay that shows that the player is in a new, powered-up state.
2. Weapon trails were added when attacking, more varied camera shakes were used when the enemy was being hit, and blood splatters were added to the enemy when they were hit. Light attacks and Heavy attacks both have different camera shake effects and camera motions.
3. The enemy reacts better to getting hit with a knockback, and they face you when attacked. Enemy also ragdolls after being hit a few times.
⚒️Work done
I added in speed lines to give the player a bit more information that they were in the dash state🏃♂️, as well as exactly which angle they initiated the dash into↗️. Getting these to only play when the player was at a certain velocity was tricky🌀, but I figured it would be most important for dash and just implemented it in that BP anyway.:
I ended up also fixing my dash attack⚔️ since it still had issues with the root motion🔧, but I finally got it to a place where it would keep the player's dash velocity while completing the animation and not snap back to the root that it was started at. The goal here was to make sure that players were deliberate with their dash attack spacing⏱️...
The team also added in VFX on the swing and impact on the enemy in order to add to the juice of the scene. One teammate went ham with a cutscene that activates when you use the rev gauge which you can see here:
Comments