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.
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.