Game Gen - Week 2

Getting A Game Going!


This week Vives and I really ramped up this fun little game idea. We went through a lot of different topics, continuing to focus mainly on different elements of Blueprinting. Here are some of the things I accomplished this week:

  • Created an enemy AI with blendspace-controlled idle/run/walk animations. 
  • Created a Blueprint for a floating damage indicator next to the AI on the damage. 
  • Created a death sequence for the AI on 0 health, including animation and populating a Niagra component. 
  • Created a parent Weapon Bluepring and two separate child weapon BPs for Sword and Spears. 
  • Created a single parent Weapon Rack with an instance-editable variable for placing different racks for each weapon type. 
  • Created a UI element to count how many enemies have been killed. 
  • Created a blackboard to control AI movement, which currently runs a sequence of finding and moving to the player, waiting, finding a random spot, going to it, and repeating. 
There might even be more I'm missing.. we did so much this week! Here are some videos, pictures, and gifs to show my progress so far! 

Here's where I am at so far in my game development:

Here is the functionality of the weapon rack which has variables that allow each instance to be different. 

Here is how my AI controller is set up to get references sent to the AI Black Board. 


This is the Black Board tree for the AI's actions. 

This is the Blueprint for the Damage indication text I implemented on the AI. 

   This is the Enemy BP's Blueprinting that handles the damage, and death and effects the variable to count how many enemies you've killed so far. 


This is the pickup action for picking up the weapons. 

This is how I apply damage from the weapon to the enemy on weapon overlap. 


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