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YoungBuck$ Combat Design - Devlog #3 - Refactoring & GAS Training

  • Writer: Steven Pasinsky
    Steven Pasinsky
  • Nov 5, 2023
  • 1 min read

Updated: Mar 4

🧭 Overview

This week, I did some refactoring within the Dash attack🔧. Basically, last week, I had hacked together a cooldown⏲️ that wasn't getting applied properly because it was treating 'isDashing' the same as the cooldown, which just conveniently worked out. Additionally🐞, there was some bug-fixing that needed to happen because the dash attack was too tied into the sprint. If a player dash attacked, they wouldn't be able to do anything except move afterward. Part of that was separating the Dash and the sprint so that they can be used in different situations more cleanly:



⚒️Work done

So essentially, the bulk of my work this week was becoming more familiar with the ability plugin we're using. I also tried experimenting with the combination of the dash attack animation and physics, which is going to involve disabling root motion, but it isn't in the build we'll be presenting because it's extremely janky and weird.


ree

The team got the start of the Rev Mechanic working, which was supposed to reward players for landing successive attacks. It also played into our chainsaw fantasy. We also added a freeze frame when the player landed an attack, which felt more impactful on each attack. This was paired with a slight screenshake in the direction of impact in order to juice it up even more:




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