Group 7
Group Leader: Hanhui Zeng(Waibibabuhk)
Group Member: Zesheng Zeng(LChromium) Tianyi Dong(dty1030) Zihe Lin(HillaryLin)
- Enemy Shredding Effect.
- Teleportation is achieved by moving the joystick.
- Change the weapon state according to the direction of the weapon's tip vector
- The weapon and character states change based on the trigger depth sensed when gripping the weapon.
- The right hand shows a hand model controlled by the controller, while the left hand shows a free model displayed by hand tracking.
- Grasp mechanics calculation based on joints.
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Added a global box collider to the weapon to enable force attraction for ranged weapons.
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Using double Configurable Joints to stabilize the grasping posture, correcting the previous issue of being unable to apply a grasping posture offset.
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Configured the left hand with ray interaction and remote grasping modules
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Added a script to detect the finger bending parameters of the left hand and the overall posture.
- The kinematic calculation of the double joints produced issues related to degrees of freedom, and the dagger-holding posture was very shaky.
- The physical configuration of the right-hand grip has been optimized.
- Added the function to change left-hand special effects within a sequence using left-hand gestures.
- Touching specific points on the dagger with the enchanted left hand can enchant the dagger.
- Added some locks to switching magic and enchantment operations to prevent uncertainty caused by input jitter.
- Now the remote gripping module of the dagger can accurately switch between two gripping directions and align precisely based on the palm orientation during the gripping action.
- There seems to be a configuration conflict or compatibility issue between remote Ray Interactors.
- Corrected the deviation of the right-hand transmission indicator
- Adjusted the capture range of remote suction grabs, now allowing for wide-range throw-retrieval attacks, with a smooth trace
- Kalman filtering was introduced to control grip shaking, but it may affect performance and physcial computation
- The dagger slips from the hand into zero gravity and adjusts its posture for smooth flight
- The dagger leaves the hand and enters zero gravity, correcting its orientation for smooth flight. When it comes into contact with a teleportable surface, its speed is completely absorbed by the surface, and its orientation is adjusted to embed into the teleportation plane, while simultaneously activating the corresponding prompt effect
- When grasping a dagger embedded in a teleportation surface, the simple suction action will be temporarily intercepted, causing the character to teleport to the anchor point where the dagger is embedded and trigger an explosion effect. Meanwhile, the grasp event will still be successfully registered. After landing, the character will be holding the dagger and gain a special status
- Speed and time locks were set for the cutting function to avoid the extremely high performance costs caused by recursive triggering in a short period of time.
- Successfully configured the enemy's materials and skeleton
- Can smoothly use a state machine to transition between complex action states of a character
- Configured the enemy's hit animations, hit logic, and effects
- When entering the UI selection interface and looking down to the lower right, a following UI will appear nearby on the right side, allowing you to view character information and change the character's class.
- Click 'Start Game' to seamlessly transition to the game screen
- The types of enemies and the number of usable weapons need to be increased
- Needs to optimize the grip experience and impact feel
- Implemented grabbing configurations for 4 weapon types: Integrated distinct handling settings for each weapon into the action system.
- Tuned Kalman Filter parameters: Optimized parameters to enhance stability and responsiveness during the grabbing mechanism.
- Refactored State Switching: Optimized the transition logic between Casting and Chanting states using Kalman filtering and some logical refactoring for smoother inputs.
- VFX Optimization: Improved the Initiate/Destroy logic for visual effects to reduce performance overhead.
- New Locomotion Mechanic (Blade Waltz): Integrated a new post-chanting behavior into the existing locomotion system.
Mechanism: The thrown dagger now hovers briefly -> flies horizontally -> creates a "Domain" zone upon landing. Damage: Deals damage along the flight path and continuous AOE damage within the landing zone.
- Class Selection: Added UI buttons for selecting between 4 character classes/weapons.
- Game Progression: Implemented basic settings for general game flow and progression.