Devlog 5
2021 December 14th
.
0440AM
It's the week before Christmas
I want to have this as quick reminder to everyone
But I only post the devlog on my weekend
So it might be a bit too late
Just remember
To wrap things up and enjoy the festivity mood
.
It's happen that I should work since yesterday
But it seems I need more than just like a half day of rest
I could feel myself having a lot of stress
When I lay on my bed
My jaws tried to grit my teeth
And my body pounded hard after I started to relax
I could feel my breath getting to another side
Every single breaths, something raising
I don't know what gonna happen
But I'll do my best to take good care of myself
.
Well whatever ever.
Today I'll start with integrate the damage to AI
.
Well it's pretty quick integrated the already implemented
into the actual stuffs
But the damage system itself is still a placeholder
Because it's not calculate the damage
What I need to do right now is to implement Life
The variable and function as a backend of damage system
.
I got distracted but it seems I shouldn't feel forced
to plan something in advance
So I should work step by step instead of enforcing plans
Well I got too used to planning things in advance
But in reality it's only work on outlining
So in conclusion I should just let every flow
Because it's easier this way
.
END 0546AM
.
0635PM
How the damage system should be?
take input from interface
then subtract the number from local "Life"
When the condition "Life reached 0" met
The character will enter state "Death"
.
I took my time working without much effort
It's like I'm just walking in the park
rather than hit the gym
And yeah it took a lot more time than when I'm focused
I think it's fine for today
Because I still don't know what my project is lacking
other than working on state "Death"
I think my project is closer to finish
It's been like over a month
And I feels nostalgic already :)
.
END 0840PM
.
.
2021 December 15th
.
0455AM
I should download a death animation
So that I could make the state "death"
I'll setup animation montage
But I won't do anything to it
Because I only need the animation to play once
.
END 0533AM
.
0728AM
I had to setup new mesh and animations
Because Mixamo's not compatible with UE4's mannequin
I was stuck quite a while at animation montage
Because I couldn't make it play
Thank to Matt Aspland
I watched his video about animation montage
And just used that plus some calibrating stuffs
Then everything works just like I thought
.
The solution on state "Death" is
On HP <= 0 I spawn character "corpse"
Then I "destroy actor"
In corpse setting I used event begin play
play the montage then set life span
The IMPORTANT part is
I ticked the "Auto blend" off
Because I want it to stop at the end of animation
.
In the first project I developed
I didn't know this and the AI just casually doing their stuffs
then got despawn because of timer destroy
It's something I used when I'm using unity
But apparently it's not working in UE4
So I think in this aspect
I already caught up with how I used to work in unity
Well at least the basic is laid
.
Technically the project is finished here
But I think it's better to think about something more
And no, it's not feature creep
I just don't think it should end like this
.
Well on other thought
I'm kinda starting to actually burnout now
So I think I'd rather just finish it here
I mean there are a lot more stuffs to implement
if I wanted to
Such as fixing how player attack
right now the player just shoot beam in front of character
so it's hard to control especially with this kind of configuration
But that's gonna need some design decision to work
And I don't feel like to do it right now
Maybe I'll keep this in mind while venture into games
So that when I start new project
It's gonna be better than this
.
I should also think about how do I implement navigation system
I mean the menu system
But I personally called it "Engine Navigation System"
Well it's basically you're accessing to each sections of game
By using the UI that implemented that way
It's kinda my own technical term but it's more intuitive for me
.
HUD and stuffs etc.
I also should think about this too
But it's not belong in this kind of projects
Or even in prototype
So I'll think about them after proper game design stage
I think it's nice in vertical slice version
which is another level up from prototype
I'll have to work toward that way
But I think this is a good time to celebrate right?
.
Well I gotta build the game and upload to itch after this
.
END 0737AM
Get Project Smol EXP
Project Smol EXP
the project that I'm learning on the most basic implementation of my future games
Status | Prototype |
Author | DRAKOSEA |
Genre | Action |
Tags | 3D, Fantasy, Singleplayer, Unreal Engine |
More posts
- Project PostmortemJan 04, 2022
- Devlog 4Dec 11, 2021
- Devlog 3Nov 21, 2021
- Devlog 2Nov 12, 2021
- Devlog 1Nov 12, 2021
Leave a comment
Log in with itch.io to leave a comment.