Velocity Damage & Aiming & Combat Roll
After a very painful week, getting back on track was very important. I gave myself a break from networking and started completing some more enjoyable gameplay tasks.


After a very painful week, getting back on track was very important. I gave myself a break from networking and started completing some more enjoyable gameplay tasks.
Weekly Accomplishments
The following are the tasks that have been completed.
Health Regeneration
Module Stat Regeneration System
Velocity Damage System
Aiming
Combat Roll (Using FLatentActions)
This week, significant progress has been made on various tasks:
Health Regeneration: Implemented a modular regeneration system, allowing for the regeneration of any float value at specific intervals. This system will also be utilised for the stamina system.
Module Regeneration System: Developed a versatile regeneration system, enabling regeneration of various values at customizable intervals.
Fall Damage Implementation (Velocity Based): Implemented fall damage mechanics based on velocity, providing extensive customization options for designers.
Aiming Down Sight: Implemented functionality to decrease the field of view and play animations for regular guns. Additionally, planned overflow functionality for sniper rifles.
Combat Roll (Continued Using Latent Actions): Enhanced combat roll mechanics using latent actions, offering support for animation curves and various parameters for designers to create an immersive experience.
Weekly Problems & Rating
Encountered challenges include:
Documentation and Decision-Making: Minimal issues were faced this week, thanks to comprehensive documentation provided by Charlie. However, decision-making regarding fall damage implementation required careful consideration and collaboration.
Fall Damage Implementation Iterations: Explored multiple options for fall damage implementation, including distance-based and velocity-based approaches. Ultimately, opted for velocity-based falling to ensure predictability and ease of implementation.
Positive outcomes include productive collaboration with Charlie on dash and fall damage mechanics. However, the time taken for the modular regeneration system exceeded expectations.