Getting the groove

Took a few days break and feeling very refreshed and clear-minded. Started off by improving the attacks of the boss, adding a new move and making sure that it reacted appropriately when doing certain actions. The attack list of the boss is probably my most spaghetti logic. So far I find no problems with the way I’m doing it. I wonder what else I can add to make the boss more fun, my definition of fun at least.

Then I as I was fighting the boss over and over again the physics objects started to bother me, because as it was when you stood on it without even moving it would eventually break. The logic I had placed was too simple. I went back to the object and improved the blueprint so that it would react better to moving characters and to the environment as well. Lots of things still need to be added such as better effects when the objects break and better sounds. But it reacts way better now to other entities. You can stand on chairs without them collapsing after a few seconds. I was relying on the object receiving impulses from the world, but that was too sensitive. Now I’m relying on certain velocities of the entities hitting it, and the objects velocity when moving.

Minor changes include changing the collision of the sword from a capsule to a box since it didn’t seem the capsule for the sword was very consistent I’m trying out a box instead. Not a huge difference but it might be working better. Also updated the whip logic so that it reacts better to hitting the environment, not just enemies and objects. I didn’t notice before that it didn’t actually attach to things such as walls. An important change as well for the whip is that I changed the origin of the line trace to the camera instead of the head of the character. I previously had the line being drawn from the character so it could reflect better what the character could see, but it was inaccurate at time and didn’t center on the crosshair. Using the camera as the start point was way better and I should have done it from the start instead of trying to be fancy about it. Now the hitting of the whip is more consistent.

My biggest updates were to the character. I felt it was too rigid when using the melee and the whip. I stole some animations from Paragon Greystone and Riktor to add a few more attacks so the combos are more interesting. It took awhile to get right but now you can go from melee attack to whip, and depending on which one plays then it should weave into the next one properly. This means a forward hand attack will go into a backhand whether it be the melee or the whip. It confused me for the bit which ones to connect to but I’ve been more conscious of commenting on the nodes themselves rather than just focusing on encompassing comments. Overall the combos feel more fluid since you can go back and forth between both attacks more easily.

I’ll continue to add more to the character until I feel that it is well-rounded.

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