Operation Vyce | Week 1: 8/30/2026
Updated: Sep 6
This is my first worklog for Operation Vyce, so I can document my progress on the game. These will be relatively succinct unless I ran into a super difficult issue or roadblock. I got my PC setup mid-week so I was able to get less done than I would've liked.
What I accomplished
Tweaked character movement component to feel snappier and more responsive.
Added jump buffering so you can hold the jump button to jump right after you land.
Added arms to the View model
Added small game feel aspects to the camera, like head bob, camera lean , and weapon sway.
Added sound effects like footsteps and jump grunts to improve movement feel.
Challenges
Arm View model clipping. It was difficult to fine tune the perfect distance for the arms so that they are framed well in the camera without clipping through it.
Figuring out how to use Unreal's enhanced movement system for the jump buffering was a bit cumbersome but it ended up working out with a bit of debugging.
What I still want to do
Set up Version Control for the Project
Adjust camera lean so that it works mid air.
Reduce ground friction so that the character decelerates a bit when stopping.
Add weapon Bobbing animation for currently equipped weapon.
Move on to another core system, like melee or Pickups
My Thoughts
I like the amount of progress I made this week given I only was in engine for around half of it. I've finished the first iteration of one of my core systems and laid down a good foundation for the other ones. The next system up next week is probably the melee system or the weapon pick up/drop system.

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