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chore(army-of-one): fix small format and grammar issues

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nprimo 1 month ago committed by Niccolò Primo
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  1. 24
      subjects/gaming/army-of-one/README.md
  2. 8
      subjects/gaming/army-of-one/audit/README.md

24
subjects/gaming/army-of-one/README.md

@ -10,26 +10,26 @@ For this project you will implement a fully playable character using what we cal
Starting from an empty project, after creating a level with a floor (nothing else is really required), you should:
- create a Third Player Character Blueprint and apply the Countess mesh to it.
- Create a Third Player Character Blueprint and apply the Countess mesh to it.
- give the character the ability to:
- Give the character the ability to:
- move forward, backward, left and right using the WASD keys.
- look around and change direction using the mouse.
- jump using Space.
- attack using the left mouse click.
- Move forward, backward, left and right using the WASD keys.
- Look around and change direction using the mouse.
- Jump using Space.
- Attack using the left mouse click.
- create an animation blueprint file to animate the character so she can be animated while running, jumping, attacking, etc...
- Create an animation blueprint file to animate the character, so she can be animated while running, jumping, attacking, etc...
- implement the Aim Offset or a Control Rig, so that when the player moves the mouse, the head of Countess follow the direction we’re looking at, in a 180-degree angle.
- Implement the Aim Offset or a Control Rig, so that when the player moves the mouse, the head of Countess follow the direction we’re looking at, in a 180-degree angle.
- separate the upper and lower body part, so that the character is able to walk and attack at the same time without any animation problems.
- Separate the upper and lower body part, so that the character is able to walk and attack at the same time without any animation problems.
- make Countess lean according to the mouse direction, while running forward.
- Make Countess lean according to the mouse direction, while running forward.
- use Animation Blendspace to organize your movements.
- Use Animation Blend Spaces to organize your movements.
- use Animation Blueprint variables to handle different animation states.
- Use Animation Blueprint variables to handle different animation states.
After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/ArmyOfOne.zip), you can copy its content to your project Content folder.

8
subjects/gaming/army-of-one/audit/README.md

@ -8,7 +8,7 @@
###### While running, does moving the mouse left and right change the player's leaning angle and direction?
###### Is the animation used for the countess in the animation blueprint stored in a BlendSpace file?
###### Is the animation used for the countess in the animation blueprint stored in a Blend Space file?
###### Does the Countess head follow the mouse orientation?
@ -18,7 +18,7 @@
###### Are the body transitions smooth when starting an attack or jumping, etc…?
###### Can you attack and move around at the same time without damaging the animations performance?
###### Can you attack and move around at the same time without damaging the animations' performance?
###### Does the Countess body blends between two animations (are blend nodes being used)?
@ -28,6 +28,6 @@
#### Bonus
###### Can the Countess character execute more than 3 attacks?
###### +Can the Countess character execute more than 3 attacks?
###### Are they at least two different Countess skins being used?
###### +Are they at least two different Countess skins being used?

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