Some of Unreal’s lectures are great, some of the older ones aren’t. They have videos of their livestreams and there are a few older ones that aren’t that informative. Their documentation is great but it’s not the easiest to follow. It is way better to learn from being shown how it works in the engine. So, after some hours watching a lecture and a bit, I have a bit more grasp on the physics of the game. I happened upon a documentation that showed me how to add fire to the player, tested it out for fun. And I setup a rag-doll mannequin that hangs, something to beat up.
There’s still more recent lectures I’ve found so I’m excited for that. I’m not sure if I want the whip to be based more on physics or just plain animation. I need to understand more of both aspects to make a proper decision. It’s still difficult to try and get a working whip. And even then I’m not sure how easy it will be to use as a weapon if I give it the randomness of physics. Eventually I need to work on adding more actions to the character besides the basics. I also found a great asset that implements a lock on system that I’ll probably use in the base game. Again, lots of time was spent playing around with the rest of the assets I found. They make everything to damn pretty. I hopped on some fantasy creatures for fun.
Adding a weapon as an extension of the body isn’t so simple, at least for me. I started with an axe, but because of the punching motion it didn’t work right. A spear was better for the thrusting motion. If you want to see the video of the test area tomfoolery. Once I’ve got the whip down I will start refining movement and combat. I’ve thought about throwing out the whip idea, but the Haunter character is so clear in my head I can’t give up on it. It might be the hardest part of this prototype, but once its done the character will finally be complete (at least roughly)














