WEEK 11 – DEVELOPMENT (BUGS, BOSS, PLAYTESTING)

Tasks Completed this week in response to Playertesting:

  • Fix Boss rotating X,Y axis in air
  • Fix Boss losing sight of player behind environment obstacles
  • Fix bug in stun state
  • Disable ability for Boss to jump for short time immediately after being stunned
  • Create pause after jumps and a smooth rotation on spot
  • Turn off jump attack during projectile attack

Assigned implementation completed this week:

  • Targeted Boss’ jump attack (player’s last known location)
  • Shockwave attack

  • FIX: so he can’t rotate X, Y axis in air
    • Yaw rotation only! Now actor will only rotate Z axis

yaw

  • Make boss follow player EVEN WHEN OUT OF SIGHT
    • Delete pawnsensing
    • Move AI to Player ontick

moving

  • FIX: stun

stun

  • Disable jump after stun:

jumpstun

  • Smooth rotation after landing jump
    • pause after jump landed
    • rinterp rotation
    • continue movement

Set ‘can move’ to false for a set time after event “landed” :

can move.PNG

  • Turn off jump attack during projectile attack
    • State – is projectile attacking?
    • (cannot jump in this time)

TARGETED JUMP ATTACK

  • Need to make boss jump onto player’s last known location
    • Currently, without momentum the boss will jump on the spot

jumpto.PNG

SHOCKWAVE JUMP ATTACK

SOLVED! By creating shockwave on boss landing :

  • Give boss priority collision so he hits the ground on target location (fix ‘goomba’ jump)
  • Throw player backwards
  • Temporarily stun player?
  1. Create New Actor
  2. Put cylinder on actor (material: m_flare_01)
  3. Create code for new actor ‘shockwave’ (reference player character blueprint)

overlap

ON TICK: Make ‘shockwave’ (actor cylinder) larger,   destroy at size Xcreatedestroy

ON OVERLAP WITH PLAYER CHARACTER do damage, launch playerplayer damage, movement

(code to trigger shockwave creation)onlandedd

THOUGHTS FOR NEXT WEEK

  • Shadow to indicate where boss is landing
  • Boss has some trouble navigating around poles?
  • Only jump if clear line of sight to destination (may already exist)
  • Play testing – experiment with jump triggers:
    • distance/radius
    • time
    • Make boss jump at timed intervals rather than by distance trigger?
    • DON’T FORGET TO CHECK AI’S NAVMESH!!!!!!
  • Make mini Lucifer companion a separate actor to follow lil Death around
    • Distance Trigger: stop following (so he does not overlap/collide with Lil’ Death’s actor)
      • What if Lil Death moves backwards? Does mini Lucifer actor have to compensate for this and move backwards also to maintain this minumum distance?
      • (smooth) rotate on spot if LESS THAN distance
      • follow player actor is MORE THAN distance
  • More thoughts after playtesting for team:
    • Experiment with less time between boss’ rotation attacks? (after health trigger)
    • Potential area of effect for projectiles
    • More projectiles
    • Projectile wave?
    • Destructible columns (so you can’t keep hiding)
  • Feedback, observations:
    • Less jumps – but more threatening ?
    • They found gifs to be very helpful in visualising the mechanics of the combat/understanding the combat
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