Saturday, 30 March 2019

Week 7 & 8 - Second Enemy

Final Year Project

Week 7 & 8


Now that my level is mostly finished I will be spending from now until close to deadline creating the various enemies in my game and polishing main mechanics. Due to this being my first experience with a fairly complicated AI, This task unfortunately took two weeks.This was due to the fact I was adding in phases to the enemy and also polishing various player mechanics for smoother combat. The only issue I am currently facing is that once the enemy performs their jumping attack, the mesh snaps back into it's original position. This is due to the lack of a root bone in the animations I acquired from Mixamo but I am currently researching into how to fix this problem. 





Here I have made some changes to the receive damage node in my player blueprints. I have added two separate functions that play the block and hit reaction animations depending on if the player is blocking or not. These functions also disable input while playing. This leaves the player open to receive another attack.




This is the current layout of the behaviour tree for my second enemy. the first half is similar to the basic enemy whereas it moves to the player. However, I have added wait functions to add realism to the attack animation. I have also added another attack that can only take effect once the phase 2 key is set. 



Sunday, 17 March 2019

Week 6 - Finishing Level

Final Year Project



Week 6


As I was ahead on my schedule, I decided that I was going to focus on my level this week so then I can focus on mechanics until final deadline. As I had already created the majority with geometry within UE4 I decided to fill out my level with assets as well as make some design changes to the map.









This is the current layout of my level in a birds eye view. I have tried to keep to a modular layout so I could create simple areas from asset packs I acquired through the UE4 marketplace.  





This is the current player start location, I have changed it from an open room to a landing to show that the player has just entered this dungeon and their only way out is to progress. 












The first room that the player enters is a destroyed hall full of basic enemies. This gives the player an area to get used to the combat mechanics. 




The player will then progress to this hallway where they will encounter the next type of enemy witch is currently a work in progress. This area gives the player a choice either to get closer to them to fight in an open space or take them one at a time at the rubble. 



However, if the player were to lure them back to the rubble, thy will be faced with two more brutes coming from a much tighter hallway. this adds a trial and error system as the player will have to learn where enemies are as to not be taken off guard. much like in dark souls. 




Once completed, the player will then enter this area, while it looks open and safe, once the player reaches a certain point in this room, a small boss fight will begin against the first beast, the griffon. 













After the boss fight, the player will then proceed though the archway into this room. here they will find a few items to help them along the rest of the way such as healing items and spells. 















The player will then proceed along this bridge where they will face the banshee. The player will have to fight these enemies on the bridge while trying not to fall off.












Once the banshees are defeated, the player will progress to this area. once here they are left with a choice, they can either proceed to the final boss battle or climb the other set of stairs to find the great sword.













This is the current work in progress for my final boss room. I am planning on adding a second phase where the dragon will knock down a wall which leads to outside. Here the dragon will be able to fly and use more attacks.

Tuesday, 5 March 2019

Week 5 - Player Combo and Stamina System

Final Year Project

Week 5


This week I mainly focused on Creating a combo and stamina system for the player. I began by creating three separate animation montages and adding anim notifies for saving the attack and resetting the attack. If the player continues to attack before the attack is reset the next montage will be played using a switch on int attack function in the players blueprint. 


This is the current combo system in the player blueprint, I plan on also adding in a heavy combo system using the right mouse button. 

As well as this combo system I have also created a function stamina function. when the player performs moves like attacking and dodging, their stamina will deplete. When the players stamina reaches 0, they will not be able to perform any of these abilities, they will also not be able to block enemy attacks. I achieved this by adding a Boolean to check when the players stamina is 0 and set the no stamina check to true.  As well as this I have also added a stamina regeneration system that will replenish the players stamina if they are not performing anything that requires them to use stamina.