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(+1)

Oh cool another Unreal user for this Jam!  :D I noticed your movement breaks though when rotating at random times (I got really badly offset in the room on the second level you fight the girl!). I had the same issue in my project, whenever you Lerp it to rotate unreal does a weird conversion and adds a offset to the value so can't get perfect 90 degree turns sadly :/ I ended up going doing just instant rotations no lerp to avoid it (But the game I was imitating was that way anyway). Let me know if you all manage to find a fix please! 

But back to the game chat xD  I was a bit unsure of how the combat worked but the environment was neat and the voice over was do die for (In a good way haha). God work on being one of the more unique jams :)  

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Thank you so much for playing the game and commenting! And the encouragement!


I actually had a fix before UE crashed and I couldn't recover a chunk of fixes and had to press on for the jam deadline! I guess I did movement similar to you then, I used a timeline with a sigmoid curve and lerped location and rotation. Both were snapped to a grid but I didn't do that well I think!


But I had two solutions in mind:

The one I lost and didn't readd (everywhere) rotation was locked to cardinal directions i.e. ControlRotation Yaw was Snapped to Grid(Rotator) set to 90.0. This worked but I had to know when to do it and I didn't do it everywhere! In hindsight I could have just put this in tick since when bIsMoving wasn't happening!

I dropped this idea becuase it was unpleasant to play: During timeline run a bool bIsMoving was true and this blocked input being acted on (stopped people pressing x during the turning). It made it feel laggy, in hindsight I should have set the timeline run time to 0.5 seconds and kept this lock out.

The snapping has a issue though, my map wasn't quit setup perfectly along the axis and I think that resulted in my zigzagging movement(which also used snap to grid size).