The last two weeks were pretty productive when it came to getting hours in on the project. Unfortunately, most of that didn't translate in to new features for the game. Two weeks ago, we discovered a game breaking bug in the networking. Client side players could run around and jump in the server, but anything else they did wouldn't carry over. For example, if the client were to grapple or try to fly, they would experience severe jittering without going anywhere. From the server player's point of view, they wouldn't be doing anything. Ruben, Kevin, and I spent almost all of our hours that week working on it, and finally figured out how to correctly communicate between the client and server in blueprint. Last week was more about actual features. Sally brought the first rider character in to Unreal and retargeted it to the default animations. My first job was reapplying old features to make sure they worked. After that, I got an aim feature working, as a step towards combat. The player can zoom in and look around. This bends the skeleton accordingly, and plays the aiming animation (a placeholder for now). Pros: A lot of work was done on the game Part of the weapon is done Cons: A lot of hours went in to fixing networking Spent a lot of time unsuccessfully learning IK in Unreal
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