recreated: Tracer from Overwatch
a reproduction I made long before the idea of creating reproductions was conceived
time period
c. 2019
discontinued
originally created 11 Apr 2019
recreated elements:
Tracer’s Pulse Pistols
rough model made in either Autodesk Maya or Blender (I forget which, but considering the time it was created, I think it was Blender)
left-hand pistol uses a thin-film iridescence shader that I reproduced from a tutorial on YouTube, with the intention of animating an overlay-blended fresnel sheen similar to the in-game Gold Weapon shader effect (but I lost the project files due to wiping & selling the computer)
action and axis mapped keybindings w/ FirstPersonPlayerController for movement, abilities, and primaryFire logic
WASD, mouselook, jump and crouch (pictured), left-click and right-click set to primaryFire (pictured) and secondaryFire (not pictured)
tweaked the movement acceleration with the exposed settings in PlayerController blueprint in an attempt to replicate null-movement scripts found in the Source Engine (the null movement was never successful due to the axis mapping negating Simultaneously Opposing Cardinal Direction (SOCD) inputs
utilized Line Trace raycasts in Blueprint logic, they did have a working collision but I never around to damage or assigning particles for effects
curved HUD
reproduced from a tutorial on YouTube, the top and bottom lines are just text strings filled with underscores “___”, which I used to measure how much curvature was
after settling on a desired value, I was going to try applying the same thing to widgets… however, truth be told, I did not understand anything of UMG at the time to even be able to do that