Week 3 was mainly focused on clean up and quality improvements for most of the code that I've already written, like giving the ability to cancel a teleport since previously the player had no option to not blink after holding the ability. I also added some motion effects to the camera to better convey the direction and force which the player is moving by lerping the camera's rot value between a left and right tilt based on the current inputs. 
In terms of the AI I've cleaned up some of the detection logic with help of a UE4 plugin that better defines the transitions between logic states in blackboard. I've also started work on the stealth take down/choke mechanic which allows the player a non-lethal takedown while maintaining stealth (though I think I'll also allow players to choke in combat but that will be a balancing choice for later). One aspect I wasn't anticipating was the fact that I had set up my FP materials to always render first on the screen, which was an issue for the choke animation since the arms will end up behind the choke target. This was an easy fix though by setting the materials to a "dumb" version that renders normally then swapping back to the screen render materials after the choke animation is done. 
I also started working on the objectives system, which as of now is a simple system of displaying text and a marker to guide the player with a distance meter to show how far away the player is from their goal. 

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