Serial Link Development Session, Pt 2

Having settled down after the disappointing journey through better firing animation additives, I am pleased to say that another idea I had has made a big difference to how the weapons feel. I had been playing with the camera shake actor so as to add some, well, camera shake on the firing animation. However, I found it to be quite a limited way of doing it and in need of lots of number tweaking and so on. It was not until I went downstairs to nuke (microwave) my coffee that I really thought about what I was trying to do. I had noticed that the aiming system was not responding to the camera shake as I hoped it would. So that meant that what I was really trying to achieve was weapon kick. So, that’s really just messing with the mouse inputs right? Right!

Updating the kick and paying attention to the user’s skill with that weapon too.

Above is the little blueprint that I settled on for now as it addresses most of the goals I set. I wanted a way to jerk the player’s camera around to simulate firing a weapon. I also wanted it to move over more that one frame so as not to look too snappy. Finally, I wanted the players accrued skill with that weapon to influence how much it kicked. After a little tinkering, it worked as expected.

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