Monday, 25 December 2017

HND Project Week 12

HND Project Week 12
This week was Christmas and i spent time with my family. This meant that not a lot of time was spent on the project. However i sketched the design for the playable character without armour on. The drawing only has the torso and the head as they are the most important parts of the character.
This drawing is the base version of the playable character so this breastplate and headpiece are can be added onto in order to increase the toughness of the character. For example this would be the lightest and fastset moving armour set and pauldrons, arm guards and helmet armour can be added.

Monday, 18 December 2017

HND Project Week 11

HND Project Week 11

This week i have been doing some drawings of the design of the enemies. 
The image above is a rough sketch of either a standard enemy or the tutorial boss. The large red piece on the left of the drawing is a cape. I would like for the cape to have cloth physics so it moves as the character moves. After doing some research this is done in unreal 4 by using Nvidia's NVcloth tool as detailed on this website: https://docs.unrealengine.com/latest/INT/Engine/Physics/Cloth/Overview/.
The triangular shaped object is a shield design for the enemies. The drawing is not a completed drawing as the legs are missing however this is enough to begin modelling the enemy.

Monday, 11 December 2017

HND Project Week 10

HND Project Week 10

In my last blog last week i mentioned that i would like there to be weapons that can transform to allow different movsets for different occasions. For example a large damage, slow moving hammer to a  fast, weaker sword.

After opening my original hammer object in blender and removing certain parts i am left with the handle of the hammer. I think that the way i am going to do the non-transformed version if the hammer is to make the hammer part slide off and have the handle be a mace. I will work on this next week.
In a previous blog post, i said that my main character would liken Reinhardt form overwatch. However i have changed my mind and am going to make my main character a character with a helmet and large bulky armour. A feature that i would like to add to the armour is for it to have an effect on animation speed for example if the player decides to wear heavier armour, they will take less damage but will be slower.


Monday, 4 December 2017

HND Project Week 9

HND Project Week 9

Having played through Bloodborne i have analysed exactly what i like about it which i will detail in this post.
Bloodborne is set in a Gothic styled city with large spiked buildings. This means that a large part of the game is set in the dark. This is an aspect that i would like to implement into at least one of the levels where you would explore a large Victorian city fighting enemies as you progress.
Another aspect is the 'rally'. In bloodborne when you are attacked, you have several seconds to attack enemies to regain the health that was lost. This enables a fast paced, aggressive play style to be used and rewards those who play aggressively. I would like to  implement a feature similar to this in my game. This would add an extra layer into my game and make it a more enjoyable experience.

Fextralife Bloodborne Wiki - Rally

Another feature of Bloodborne that is probably my favourite, is trick weapons. Trick weapons are weapons that have multiple forms and can have different attacks. An example of this is the Beast Cutter from Bloodborne as shown below, there are two forms, a large whip or flail and a cleaver. To implement trick weapons into my game, i could make a similar model to the hammer that i have already made and make a transformed version. The standard form could be a lightweight axe and the transformed form could be the hammer form.