New Animations and Other Features | Tech Discussion


This week I did a lot of little things that help with the foundation of our game. I added in more animations, made a new level to test some new functionality out on, did some minor fixes, and wrestled with a function that I am still working on. 

For the animations, we now have a dying and back step animation! It's very exciting as we are able to get closer and closer the feel of the combat that we want for Mythicism and animations play a large part in that. I also made a new test level. This one is a little bigger to accommodate for more enemies and some terrain. It was interesting messing around in the landscape functions of Unreal as it led to some weird effects that I have to think about for future levels. The land appears to grow the closer you get to it in some areas due to how I sculpted them not realizing that I needed to be a bit more mindful of what I was sculpting and how I was sculpting it.

Some minor fixes I did was pushing a console command that allows the player to heal,  ~ ce HealPlayer, if you want to test it out. With that we were able to confirm that not only you can take damage but heal as well which is great for when we will implement consumables in the future. 

The biggest issue I ran into is that I am trying to get our target lock system to be decoupled from the player character for better functionality. Part one of the issue is how to target lock currently interacts with the player and the enemy; I am trying to get it to recognize the enemy class so it can then recognize all enemies and it is proving to be frustrating and harder than I thought. I am currently trying to make it into a camera component so that way it is part of the camera functionality but the issue with that is that the camera will lock the player in the direction that the player attacked it. It is a very irritating but interesting issue and I am happy it is challenging me to really think about how our code is interwoven.


Author: Amara Gitomer

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