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Week 3 - Testing Feedback and Adding more animations

  • Writer: Patrick Sharpe
    Patrick Sharpe
  • Feb 23, 2021
  • 2 min read

At the end of week 3, I had received some feedback from the group that I was in for testing each of our prototypes. I did get a lot of feedback on the player's movement, controls and camera and it was great to hear that my controls were working fine. However, the player movement of idle to sprinting was too slow and was suggested to make the sprinting much quicker to reach to. Also the jumping animations felt unrealistic as the jump velocity was too high. The camera movement needed to be fixed as the character wasn't able to aim to the centre of the screen without blocking the screen.


Thankfully, the some people in my testing group had answered back the questions on my questionnaire on google forms.

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Fixing Walk to Sprint Speed and Jump Velocity Speed


This was a simple method of just adding an additional key to the existing three timelines at a set time of 0.075 and the value was set to 300. I could've set it to 200 but it was still too slow and having a small slope of the speed from 300 to 400 was the best choice of mine.


Reorganising Player Event Graph


Adding some flair to the event graph as it was getting too clunky and confusing at times so I added some colour for different events in the event graph representing the same colours from the trello board labels. In terms of the scripting, I would either collapse nodes or put them into functions if used for later development or to reduce repetition of nodes.


Crouch Animations While AR Aiming


In this short video, I showcase the crouch animations while aiming with an Assault Rifle equipped. This was improved upon after listening to feedback given by other students. This was done by using a blend space.


Equipping and Unequipping Weapon Animation


In order to make this animation to work, I had to create an animation montage of equipping a weapon and another for unequipping a weapon, which in this case was a Assault Rifle and a Pistol. However, in both animation montages I had to add a new slot called "upper_body_animations" and add a notify to the element timing where the animation shows the player equips/unequips. With a decent amount of scripting learnt, I was able to equip and unequip the two weapons. Here are some screenshots of important scripting parts along with the final result.



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