I have created some rough concepts for the project. Mainly on this "Fallen King" design, this is important for me to get right as a lot of the visual design of the castle and enemies will stem visually from the design of the king.
Since I have spent all this time on mechanics it would be a waste to not have any reason to use them so I have added simple AI enemies to attack and kill. This is done simply by using the apply damage event that is tied to a collision box attached to the players sword. This collision box is active at all times so the player can currently just walk into the enemy to do damage, however since the event only triggers on a single overlap the player can't just simply hold the sword next to an enemy and kill them. The enemy tacking/following system is very simple using a pawn sensor that when active tells the AI to move to the players location. I haven't scripted any sort of player damage mechanic as due to the simple melee nature of the game it would be very frustrating to play against a simplistic system. Right now hitting the AI has very little feedback so that's the next thing I will address. Likely by adding sounds upon impact. I have dotted the enemies around the le...
Today I have been testing out Mixamo. Mixamo is a website that features a handy auto rigger for humanoid characters as well as a variety of animations that can be hooked up to said rig. Since both animating and rigging are such a time consuming processes this website and the accompanying animations will help a great deal in creating the gameplay of my project as obviously attacks and other mechanics will indeed require an animation of some sort. However there are some obvious downsides as not creating my own animations will inevitably limit the scope and features of the game as I will be constrained by what animations I have at the time. However, it is incredibly unlikely that my project will come close to needing specific animations made as if I want to complete this project properly I will have to limit some of my ambitions. It is simply impossible for me to make a fully fledged action game on my own in the time I have. These animations will put a hard lock on my ambitions ...
I have started to create a block out the level in Unreal 4 in order to get a sense of the scope of the level and to generate some ideas. I have decided that my level will be set in a large gothic castle with 2 huge looming towers providing a visual focal point that the player will see at the start of the level and will hopefully want to reach and explore the castle. As the towers are such a key point in the design as well as the structure of the castle I have blocked them out first as the size of the towers will inform the scale of the entire level. The mountains in the background are helping in this regard as is the stack of Unreal default character models. The mountains will likely exist in the final level as to sell the scale of the castle to the player and give them a sense of accomplishment and progression upon reaching the top. However the current implementation of these mountains is far too polygon intensive and a waste of performance resources as a whole for a back drop. Polygo...
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