HND Project Week 21
This week I have been working on the mechanics of the game. This includes the health bar and damage system as well as the enemy AI.
First of all I have created a health bar so that the enemies are able to deal damage and kill the player. This was done by creating variables such as current health, max health and health regeneration. I have stated in the max health variable that the max health for the player is 100 and the regeneration to be 1 health every 2 seconds. I have made there be very little regeneration because it doesn't feel right to just be able to hide and have health regenerate without the player doing anything.
The enemy AI have also been created and follow a basic patrol between two points. When the player enters the AI's field of view, the AI will follow the player until they deal damage. There are several different version of the same AI which each do different amount of damage to the player.
There are 3 sizes of enemy. Similar size to the player, slightly bigger than the player and the boss AI. The standard enemy will do little damage to the player whereas the larger enemy will do much more. However the boss enemy will be doing much more than the other two enemy types. In the variables for damage the smaller enemy will be doing 20 damage, the larger enemy doing 30 damage and the boss enemy doing 40-50 damage. For now the enemies and player will have the default unreal mannequin until I create or find some models that fit the game thematically.
When the player takes damage from the AI a vignette will appear on screen to signify that the player has taken damage. The health bar will also update and remove the health. Upon reaching zero health the player will die and the respawn at the last checkpoint. however currently when the player dies, the game ends.
All of theAI was created using blueprints and the health bar was created using a widget and is cast to the players viewport.
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