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chore(army-of-one): fix small format and grammar issues
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nprimo committed Mar 19, 2024
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24 changes: 12 additions & 12 deletions subjects/gaming/army-of-one/README.md
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Expand Up @@ -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.

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8 changes: 4 additions & 4 deletions subjects/gaming/army-of-one/audit/README.md
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###### 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?

Expand All @@ -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)?

Expand All @@ -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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