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Development
Week 26 has been about ranged attacks.
The combat system has had a few updates, mainly concerning ranged attacks originating from the player character.
First and foremost, the blendspace for aiming with a bow has been fully integrated to the character's animation functionality. This means that whenever the player decides to aim (or use right-click to block attacks), the appropriate blendspace will allow the player to move around, aiming in any desired rotation whilst still having a realistic 1-st person view. The implementation is entirely procedural, meaning all bows/arrows or shields and gloves (for unarmed combat) will, once implemented, be able to follow the same workflow.
On top of the above, the bow and arrow mechanics have been fully implemented, meaning that the player now can successfully pickup the weapon and the ammunation, equip it and use it appropriately. The linkup to the inventory and UI systems has been succesfully finalized.
Looking forward in week 27 to continue the arrow functionality, mainly in the projectile department. The bow does shoot arrows, but they are currently not doing any damage and cannot be picked up again (as intended) after being shot.
Milestones
Implementation of :
-Ranged Attacks (bow shooting ammunation)
-Procedural aiming/blocking blendspaces
-UI linkup to the inventory and combat systems
-fully modifiable poses within UE5 (all aim poses can be adjusted if ever the need should arise)
Concerns
None at the current moment.
Media
No new media for this week.
DAC
Developer