Monday, 27 February 2017

Idea Generation for Computer Games - Character-based extras: Dodge Roll

The final addition to my character before moving onto the implementation of an AI character was a diving roll, with the idea being to evade enemy attacks.
The diving roll animation was again sourced from Mixamo as it is separate to the previously downloaded animations, imported into Unreal and made into an Animation Montage. Within the montage, a launch and reset AnimNotify were implemented to allow the character to forcibly move as the roll is performed.

The diving roll in terms of blueprinting was implemented similarly to the the actual launch functionality, with a simple boolean being put in place prior to the launch taking effect, making sure that the character is not attacking or switching weapons, as this would void the animation being able to play.
There was an option to add a backward roll also, but I only implemented a forward roll as I feel there is no need for a backward roll, as it looks awkward and could not be performed in a battle with the animation provided.

My dodge roll can be seen functioning below;


At this point in the implementation process, I feel I had learned a lot, some more simple things and some not so simple, some of the implementations confused me at first but I was able to work through the confusion and produce a somewhat functioning character for a game, with an NPC yet to be implemented, and damage to yet be configured across characters.

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