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YoungBuck$ Combat Design - Devlog #4 - Animation Issues & Adding Camera Lock

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

Updated: Mar 4

🧭 Overview

This week I was short on time⏰ but I was able to do a few things. We met together as a team and had a discussion on what we thought we could implement. I decided I would fix up my dash attack⚔️ and potentially do a camera lock🔒.



⚒️Work done

First, I cleaned up our blueprints a tiny bit by just spacing them and adding comment blocks on all of their general functionality:

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Second, I was able to finally figure out how to maintain velocity from the original dash into the dash attack🚀. This is demonstrated in the video from the deliverable assignment. I basically just needed to disable root motion⚙️ but also do a root motion lock on Anim First Frame, and keep Force Root Lock enabled. This, along with some tweaking resulted in something that's functionally what I wanted for the attack, but not everything I want out of it yet. Future improvements would potentially be - finding a better animation that has more of a disc-shaped hitbox🔄, speeding up the animation, and allowing the player to dash out of the end of the animation.

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Curse you Root Motion
Curse you Root Motion

Lastly, I added in a camera lock feature📷🔒 because I noticed the game was a lot more difficult when using gamepad controls. Here's the blueprint:

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