Phew! Thank goodness the homework got posted on time. It's one heckuva doozy, especially with various actions we have to implement that I may or may not know what to do for them. I'm assuming it takes the entity and destroys the action within, but I could be wrong. I could be really wrong.
But good news? Yes, there's good news! I initiated some dynamic force feedback into our systems, since people are thinking that may be a fun and immersive way to get feedback into the system. There's a small, lengthy buzz on aiming (drawing the arrow back) and a large, short buzz on firing. Each comes from either side of the controller to let the player know what side controls which.
Also! Thanks to rounding up a quick glow effect with some material editing and C++ control of emissive strength shader parameters, we now have a much easier way to figure out if something can be levitated! That was one of the much bigger things we needed on feedback:
Next up: should the sprint be a toggle? The playtester tells me I should but I should run it by the producer first.
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