For all this work I should be showing more blog posts
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Well, turns out i’m still lazy when it comes to blog posts, six days since the last one, bleh. At least i got work done, most of last week was spent working on the AI working out any quirks such as not returning to it’s intended spawn, attaching a hitbox to hit’s attacking claw, figuring out why it wasn’t dealing damage to the player properly, (it still misses the player twice if it lands 6 hits in a row). On that note, the player and the enemy(Ghoul) now take damage properly, the ghoul does not have an animation for only taking damage as it dies as soon as it get hit by one of the player’s spells. One of the most difficult times i had was actually disabling the ghoul’s AI when it was killed and playing the death animation. I could not find a way to disable the behavior tree(amazingly) so i tried adding a boolean value to the behavior tree and run a check in the beginning so that the tree could check if the player was dead at the beginning of every update. This also did not work. What i ended up doing was disabling movement in the Movement Component of the ghoul upon HP reaching zero and and counteracting it rotating towards the player by creating a new vector variable. A cheap solution but functional nonetheless. Speaking of getting hit by spells, when i was not working on making the destructible objects in the level break when hit by the player’s spells. Today i used what i learned last week to make a generic destructible object blueprint which can be assigned any destructible mesh. This is useful as the generic blueprint can contain the function called GetHit which applies the effects of getting hit by one of the player’s attacks. In this case, breaking the destructible mesh into pieces. This function is called from the spells’ classes to make sure only the spells break the object and not someone bumping into them. The problem was that each object used it’s own check to determine the logic, this way every destructible object can use the same check which saves time when setting it up in each spell. For the rest of today we discussed how we were going to set up the system for aiming and combining spells, the aiming system we agreed to start out on will be similar to the system used in the last project and as such i will take out the good parts from it and implement them in this project. Hopefully this won’t take all week, because i still have another enemy to add in by the end of next week. |