Monday, 27 February 2017

Idea Generation for Computer Games - NPC implementation: Speed Debuff

Another effect I have chosen to use within my NPC setup is a speed debuff, cast directly at the player.
This is created through a Blueprint Interface, within the blueprint a speed debuff function is set and applied in blueprint class settings.

With the blueprint set appropriately, the NPC character blueprint can be rigged to cast speed reduction, this would be in the form of a call to a custom event, in this case named 'cast_speed_reduction', this in turn is linked to a message node, utilising the Speed Debuff within the NPC Debuffs blueprint interface.
Switching from the NPC to the character blueprint, this is also linked in turn to the NPC debuffs, casting a straight reduction in speed reflected in character movement in game. This is set using a simple branch, with the condition being set to Sword 2 mode, therefore allowing two different speed reductions.
Once the duration of the debuff has passed, the player will return to the respective normal running speed for the weapon they are carrying.

Below is a snippet of the blueprinting setup used to make the speed debuff function;


Having completed the movement and attack setup of my NPC, I feel as though I have learned some more, albeit not as much as I learned through the creation of my own playable character. This is only down to the fact that the character attacking sequences are somewhat still fresh in memory, and I am sure I'll still benefit from the knowledge of setting up NPC attacks.
On reflection I feel I have learned a lot more vital information about pawn sensing, debuffs and projectiles, this is all information which will be transferable, along with everything I have learned into any projects going forward from this point on.


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