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@nucleartide nucleartide commented Sep 25, 2023

User Story

  • Add camera animations in addition to old fixed camera perspective
  • Add camera shake animations (the famous "screenshake")

Recording:

evil_pacman6.mov

Playable build

https://drive.google.com/file/d/1RibkIID14uCqbKthi3xPDEvUMLgaOiaH/view?usp=drive_link

Dev checklist

  • First draft. Implement a working first pass at the feature. If it helps, try thinking about data (model), presentation (view), and logic (controller).
    • Design by contract. Write pre-condition, post-condition, and invariant assertions to catch bugs before playtesting.
    • Unit tests. If needed, write unit tests to tease out edge cases.
    • First playtest. Thoroughly playtest until you are confident that the feature (and existing features) work. This also exercises the code paths with contracts.
  • Final draft. Perform a general review of Files changed and revise anything that needs to be cleaned up.
    • Run unit tests.
    • Final playtest. After the changes above, playtest through the game one last time to ensure that everything works.
  • Fill out the pull request template. Self-explanatory.
  • Remember the GIFs. Include a recording of what's going on!
  • Update readme. Maintain a list of pull requests for easy access later.
  • Merge. Merge into master.
  • Deliverable. Push update to portfolio

Release checklist

Note: you can skip this if you need the time back. Only issue is you're trading off potential build stability.

  • Build. Cut a new build in Unreal. If the game doesn't build, fix until it does.
  • Tag. Once built, tag the latest commit on master with the latest version string.
  • Upload. Upload build to Google Drive.
  • Link. Add link to this pull request.
  • Retro. Quick reflection on how things could have gone better.
  • Priorities. Prioritize items on work board.
  • Next task. Tee up a pull request for the next feature.
  • Get portfolio feedback

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@nucleartide nucleartide Sep 26, 2023

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BP_CameraActor consists of a BP_CameraComponent (which initializes the aspect ratio in BeginPlay), and also exposes a SetAspectRatio method so that the aspect ratio can be set in the settings menu.

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BP_ChompGameState contains no additional Blueprint logic. The event graph is empty.

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BP_CameraComponent initializes the aspect ratio on Begin Play.

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ChompPC does a few things:

  • handles view target when player dies (that is, player pawn is destroyed)
  • handles spacebar for zooming out
  • can debug view target, which can be optionally enabled

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Screenshot 2023-09-26 at 5 24 18 PM

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Just tweaking some initial values.

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Screenshot 2023-09-26 at 5 28 54 PM

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Screenshot 2023-09-26 at 5 28 40 PM

@nucleartide nucleartide changed the title Add new camera position Add camera animations + camera shake Sep 26, 2023
@nucleartide nucleartide changed the title Add camera animations + camera shake Add camera animations + camera shakes Sep 26, 2023
@nucleartide nucleartide marked this pull request as ready for review September 26, 2023 21:41
@nucleartide nucleartide merged commit 7e9f5de into master Sep 26, 2023
@nucleartide nucleartide deleted the jason/camera-anims branch September 26, 2023 21:42
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2 participants