Today's post is a bit late, but I have good reason. I spent the weekend with my dad for his 61st birthday. We went to a Phillies win in Cincinnati during a day game and had a great time. Sunday we went to a local Italian restaurant and enjoyed great food and conversation with my Dad and my wife.
Today is May Day, which is a cool day if you look into it.
I made a bunch of progress Saturday and Sunday but was too tired to post at the end of the weekend. Pair that with a fast start to the week and it's Wednesday after my workout before I'm posting progress! I like that the blog posts are keeping me disciplined and motivated and I find that I get anxious when I haven't posted. Like an astronaut calling back to Houston and checking in. Routine and boring but shows progress towards the mission.
Here's this week's push towards something playable and fun!
Added gameplay tags for inputs F1-F12
Added gameplay tags for inputs 0-9
Setup montage gameplay tags for melee attacks
Added an array of attack animations to the base character class so player and enemy blueprints can cycle between them randomly during combat
Added more sockets to the skeleton for right hand, left hand, and the primary and secondary weapons
Added unarmed melee combat mechanics
Created a new monk enemy type
Added animation notifications to all unarmed and sword combat animation montages to rotate towards target and trigger gameplay attack tags at the appropriate frame in the animation for a given attack type
Fine tuned melee combat mechanics coefficients and damage calculations
Fixed a bug where enemies could attack each other when attempting to attack the player
Fixed decay time for corpses and corrected a bug in the dissolve material instance
World geometry and static meshes can now generate overlap events and trigger collision impacts on projectiles
Setup ranged attacks using projectiles
Setup ranged damage curves on the damage curve table
Setup ranged attack animation montages and motion warping when attempting to attack
Fixed a bug where in certain cases looping sounds attached to projectiles would never be destroyed
Corrected timing of sound cues and anim notifies in the bow & arrow attack sequence so it feels more natural and snappy
Monks can now perform unarmed combat with both hands
Rangers can now fire arrow projectiles from their bows
The enemies have simple but promising foundations for their AI logic. It took a bit more work than I expected but now I understand how the system works and have complete control over how things work. I am more confident building my classes and blueprints and don't worry so much about the future additions like I did when I started in December. Momentum builds, and just like grinding levels, I'm grinding these features one at a time.
Feeling positive vibes and excited for this week's progress. Back to the grind.
Cheers,
Vinny
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