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

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END 0546AM

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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

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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

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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

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