Monday, 27 February 2017

Idea Generation for Computer Games - Combo preparation and functionality.

To begin the attacking functionality, I chose three attack animations from the sword and shield animation set, these were to take main stage as the primary weapon combo. These were set up inside the character blueprint so in a manner that would trigger the the moves in sequence on the press of a button.


The three chosen combo attacks were used to create Animation Montages and the slot was set to Body, which was pre-determined by the animation blueprint.
Within the animation montages a group of AnimNotifys were set to give the engine a precise moment in which the combo can physically continue, this means that at a specific point within each of the animations, the AnimNotify will fire, giving the user a window in which to press the attack button again, triggering the next move in the combo.
In addition to this, there is a combo reset feature linked into the animation blueprint alongside the combo start node, this is added to allow the combo to reset itself, meaning the player can re-trigger the combo whether successfully completed or not.
In this case, the left mouse button (LMB) was designated as the Primary attack button, with this allocation in place I could begin to make the combo function in-game.

The combo was then mirrored with similar values, and identical AnimNotifys, applied to the secondary weapon, which in my character's case, is a Sledgehammer.
Both combos can be seen below functioning in-game via screen capture;





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