Thursday, 7 February 2019

Week 2 - Player Mechanics and Basic Animations

Final Year Project

Week 2


This week I decided that I should begin work on areas that I have knowledge in already such as the player mechanics and AI. I started by adding simple mechanics such as movement, sprinting, attacking and the ability to lock on to enemies. along with creating these mechanics, I began adding animations to these mechanics, the main reason I did this was to decide early on what the overall feel of my game would be like and after adding in animations I decided that I was going to keep my game slow paced with difficult combat. Once these were added I felt like I should finish the week by learning how to create a lock on system. During my research I learnt how to make my player focus on the closest enemy in a minimum range using camera rotation. 

     

These are the currently implemented player mechanics including target lock-on, attacking, blocking, movement and sprint which includes a timeline to provide a smoother transition between walk speed and sprint speed, this also provides a smoother transition for animations.


This is the current state of the state machine within my animation blueprint, I have included a combat stance in my game that is still in progress, but when the player enters this stance they become more effective at blocking and moving during combat. 


Finally this is the blend space I created for the idle/walking/running states of my character, this creates a smooth transition between animations depending on speed and direction. Currently I have only included one direction but when I come to the polishing stage of the project, these will hopefully be included. 




























Wednesday, 30 January 2019

Week 1 - Proposal

Final Year Project

Week 1



My first task for my final year project was to create a proposal that consisted of an overview, motivation and rationale, technical overview, project deliverables and areas for research.

For my project I decided to create my own combat system for an RPG inspired by games such as Dark Souls, The Witcher 3 and For Honor. Here is a basic run down of my proposal:



Overview

We follow Paladin Recruit Petyr Tedric that has been sent on a quest to Eliminate the forces of Hell and to recover a holy relic, however, there is more to this quest than what meets the eye.
The player will explore this dungeon in search of enemies, relics and upgrades. While they explore the dungeon, Petyr will also gain experience and level up his skills and abilities through combat and various tasks.


Motivation and Rationale 

The reason I chose this project was because I personally specialise with player mechanics and AI as I have previously worked on these areas in previous projects. . I believe with these skills I could create an effective combat system for an RPG. 


Project Deliverables

•Fully functional combat system that rewards the player for skilful gameplay as I am aiming to have a risk reward system in parts of the game..

•Full level polished suited to game environment and suited to mechanics, e.g. boss fights.

•Various completed enemy AI that challenges the player with various abilities.