Dagger/flamethrower edits

 Author: Parker Boyer

 

This week was hectic with work and outside events but with what i added the two that threw me off the most was getting the dagger and flamethrower reworked and fixed. First off with the throwing dagger i was able to base it off of my weapons script for easy implementation but couldn't figure out why the "bullet" was constantly a sphere even tho i had it set to the dagger model. As for the flamethrower it kept feeling like a rapid bullet spawning gun then actual flames and i needed to have a more realistic effect on it.

First off the dagger problem ended up being a very very simple fix and also needed to add a spin to it but was worked on longer than needed because of bad communication i did not know there were changes to my weapons until a member told me they made a change by adding a new variable to the bullet models. As well as having to fix a socket on a weapon and got rid of blueprints that were hard to read and unnecessarily added to my weapons without my knowledge. 

For the flamthrower there were multiple complaints (mine included) from team members on how the flamethrower not only slows the game but also doesnt feel like a flamethrower instead feels like a unique gun that can be weak or severly over powered so to fix this i uped the spread angle from 10 to 30 and adjusted the "flame"  to make it longer and downed the projectiles spawned from 20 to 15 which upped FPS from 20 to 40 during testing



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